am : you guessed it bored at work so i decided to write up what my vision ofthe smuggler proffesion is, again i know i cant spell so no need to comment.
Disclaimer : Some of the ideas in this tread are inspired by others ides, some are similar to others ideas some are plagerised (hey im a smuggler sue me

)other things are just small things i think would be fun .
First i think that at novice smuggler you should get the following abilities:
Underworld
/sneak will alow you to temporarely hide a TEF or overt status from another player and NPC's becoming more succesfull as you progress up underworld
/bribe will alow you to offer a potential enemy an amount of credits based on the level of the mob and a smugglers "bribe" mod say its a level 30 Npc it would be 30xbase amount/bribe mod so say 30x1000/85(master mod) = 352 credits for every 100 credits added there is a higher chance of a succesful bribe
Slicing : Terminals
Schmatic Pres laser knife
Spices :
Yarroc : health and action + 450
Sweetblossom constitution and quickness + 300
Dirty Fighting :
Feign Death basic will let you fall down and in PvE creature's will re aggro when you get up 70% of the time
Mods :
Feign death +5
Slicing +10
Spice Experimentation +20
Sneak + 10
Underworld :
Underworld 1
+100 language comprehention gives you the ability to conferse with all humanoids in the game.
New abilities :
Backalley trading : will allow a smuggler to trade with ALL npc's in hte game provided that they have the right faction for instance you cant trade with a meatlump if you have -1000 meatlump standing. and the higher you standing with the faction in question the better items you can "buy".
/fasttalk with this action a smuggler can "talk" his way out of a bine like imp scans
Mods :
Backalley + 15 the higher this mod the better items you can get with lower faction standing a person with a +85 BAT mod andd 500+ faction can get the same items as a guy with BAT +30 and 2000+ faction
/fasttalk +5 gives the smuggler a higher chance of talking his way out.
Scan dodge +5
A smuggler now is worth 75% of the normal faction reward
Underworld 2
No new abilities
Mods :
fasttalk + 5
Bat + 10
Sneak + 10
Underworld 3
New abilities :
/network; a network will alow a smuggler to travel anywhere to anywhere thanks to his "network" of contacts, however failing will give you a TEF to the local Law enforcement
the smuggler now is worth 50% of the normal reward, and recive a +5% on faction points pr kill
Mods :
fastalk +10
Bat +5
sneak +15
network +15
Scan dodge +10
Underworld 4
/slip will alow the smuggler to avoid a potententially hazardous situations by "slipping" out of the situation potentially aggro the mobs on eachother or avoid the damage or transfer it to another random target involved in combat
Mods :
Slip +15
Fastalk +10
Bat + 10
sneak +10
Network +15
Scan dodge + 20
The smuggler will also keep the current abilities in underworld.
Slicing
Slicing 1 : Containers
Slicing : Containers
Schematic FAN
Cert : Flow analyzer node
Mods
slicing +10
Slicing 2: Weapons basic
Slicing : Weapons
Mods
Slicing +15
Slice range :4 - 9%
Slicing 3 : Armor Basic
Slicing : Armor
Schematic Power range detector gives the smuggler an 90% chance of a succesfull slice (a fan with better odds)
Cert : PRD
Skill mods :
slicing +10
Slice range 10 - 15%
Slicing 4 : Advanced
Slicing : now gives better results
Schematic : Molecular Clamp
Cert : Molecular clamp
Skill mods
slicing +20
Slice range : 13 -25%
Dirty Fighting 1:
New abilities :
Panic shot : 10 sec delay as it is now
Kneecap kick: the smuggler kicks the opponent in the back of the knee resulting in a posture down
mods :
Unarmed Damage + 10
Pistol speed +5
Melee defence +5
Ranged defence +5
Feign death +10
Dirty Fighting 2 :
New abilities :
wildfire: the smuggler fires several shots against his enemies head and upper body resulting in anintimidate effectonthe target, 2x dam multiplier
Haymaker : the smuggler hits his target, using his underarm resulting in a dizzy on the target. 1.5 damage multiplier
Mods :
Unarmed damage +5
Pistol speed +10
Melee defence +5
Ranged defence +5
Feign death +15
Ranged and melee mitigation 1
Dirty Fighting 3
New abilities
Lowblow : same effect as now
Chokehold : only useble from /Sneak will delaythe targetfor 10 seconds and apply a Stun effect
Mods :
Pistol speed +10
Melee defence +5
Ranged defence +5
Feign death +15
Dirty Fighting 4
New ablility :
Last ditch assault : same effect as it has now
Throatpunch : Hitting the target in the troat, the smuggler stuns his target , forcing it to its knees
Mods :
Pistol speed +10
Melee defence +5
Ranged defence +5
Feign death +15
Spices 1 :
New spice :
Darkshooter : this spice lower a users accuracy for the duration but alows him to fire at a much higher pace
Mods :
Spice experimentation +20
Spice assembly +20
Spices 2
New spice :
Re-minder : reenforces the natural pathways in a users mind so that they get much better focus and concentration a user under the influence wil get +10 to experimentation and +20 to assembly of all kinds
Mods :
Spice experimentation +20
Spice assembly +20
Spices 3:
New spice :
eyeopener :foundamong the primitive dantari tribes of dantooine this spice is used by they shamen and soothsayers of the tribes as its supposed to give the user the opertunity to "experience"anothers pain and psysical condition : the user recives bonuses to diagnose and healing while under hte influence.
Mods :
Spice experimentation +20
Spice assembly +20
Spices 4
New spice :
couldnt think of a name: this spice relaxes the usersbody alowing him to becalmer and therby able to aim better the use recives a bonus to accuracy
Mods :
Spice experimentation +20
Spice assembly +20
MASTER SMUGGLER
Underworld :
A master smuggler has the connection's necesarry to get almost any mercandise in the galaxy from rare loot items to spice to faction equipment you need it the smuggler can get it.
New ability :
/information : the smuggler can relay information about GCW baces such as defences and aproximate vulnerability times though not always correct.
The smuggler get a 25% discount on faction points and percs
The smuggler can buy as much faction as he can hold
Slicing :
New Schematic : refined Molecular clamp requires120 metal and 20 gemstone wil alow a smuggler to pickthe atribute to increasewith 75% chance of getting it
Cert : R-Clamp
Slice range18 - 35% on weapons 35% on armor effect and 45% on armor encumb
New ability :
Smuggler slice : A master smuggler can increase the stats on his ownequipment with up to 45% on weapons and armor effect and 55% on armor encumberance after a weapon has been altered in this way its non tradeble and only the smuggler can use it due to the hazardous upgrades in hit making itvery unstable and victim to rapid decay.
Spices :
New spice :
Glitterstim : Glitterstim which is mined in the mines on kessel wil momentarily increase a users reaction (some explain this as hightened force sensitivety) this results in that the user is able to avoid more attacks than usual and it also has an effect the users fysical condition making him virtually untoucheble in the use time, it has a hard downer which can incapacitate an unexperienced user due it its unstable nature. +50 to dodge all substats +1200. Downer : possibility of wounds and BF, reduced defence mods
Deathsticks : Increases Ham including substats by 1600 for 25 minutes folowed by a doner of10 minutes where your hamis reduced to 100 pr stat and all defence is nullified
Bio disruptor : when injected the user bio signature is altered to fool bounty hunter droids for a short periode of time.Due to the stress put on the users body during this time the spice can only be used every 2 hours
Dirty Fighting :
Inate ability : Exploit vulnerability alows the smuggler to fire one shot which will pass through all armor and mitigation. no dam multiplier,15 minute timer
New ability :
Sneakshot : willlet the smuggler fire 1 shot without gaining a TEF at a 3x damage multiplier at an opponent there is a dice roll determining if its succesfull if its not the smuggler gets a 10 minute tef to all opposing faction
quickdraw: When a smuggler not in combat is engaged a dice roll takes place to determine if the attackers own damage is reversed to himself, if succesfull the smuggler takes no damage the attacker takes 75% of the damage he would have caused to the smuggler
mule kick : a powerfull kick that has the potential to cause various stat effects on the target, which stat effect it is is random
Mods :
Spice experimentation +20
Spice assembly +20
Pistol speed +10
Melee defence +5
Ranged defence +5
Feign death +15
slicing +25
Slip +15
Fastalk +10
Bat + 10
sneak +10
Network +15
Scan dodge + 20
Smugglers Luck +20
I relize this isnt the best put together or the most imaginative idea for the revamp, i barrowed, plagerized and re-considered, but this is how i picture a smuggler , a guy who avoids fights if he can but also can hold his own if it comes to that. A man with connections able to get any type of mechandise you may desire be it sonic pistols or mon cal sculptures or spice for that matter.
The reasonthat i made the difference between a master and a dabbler so significant and also placed some of the best abilities at master is to give the people who invest he full 121 sp in smuggler somethingfor theyre effort. As you probobly noticed i also put quite a gap between slicing 4 and master smuggler since its in my oppinion crazy that a slicer should get the oppertunity to compete fully with a master, its not seen in any other profs. also withskills like exploit vulnerability (cant remember where i got this but that was a revamp proposal way better than mine) smugglers with the lack of mods that we still will lack with "my idea" here will help balanceus in combat and help us to get away from the horrible "run like hell" situation the devs have put us in (HOW DO YOU GETPISTOLSXP IF YOUR ALWAYSRUNNING?????)
There is probobly a million things i could put in here but i cant think of them. Last i would like to thank all the smugglers here whom have"contributed" to this guilde (knowing or unknowing) And i say again i cant spell so no need to comment, blame the school system