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Homebrew Reference Book: DMF's Big List of SWSE NPCs
Affiliations: General Units
There's always somebody out there in need of a weapon, and the Arms Merchant is just the person to sell it to them... at a tidy profit of course. For the most part, the Arms Merchant doesn't care who is buying their merchandise, only that their credits are good.
Some Arms Merchants hide their profession behind a more respectable retail vocation, while others are more honest about their line of work. Either way, if you need a specific model of high-performance weapon, rarely is the Arms Merchant unable to acquire it.
Use in Play[]
The Arms Merchant is just as good at using their wares as they are at dealing in them, and will make use of their contacts to procure the weapon best suited to deal with their opponents. Heroes can either bust up an illegal arms deal, or can seek out the Arms Merchant in the hopes of replacing or upgrading their own weapons.
Build Options[]
- Trade Far Shot for Desperate Gambit to give the Arms Merchant's accuracy a slight nudge or for Assured Attack for better damage potential.
- Swap the levels of Scout for Scoundrel and Barter for Illicit Dealings to reflect an Arms Merchant that deals almost exclusively in contraband munitions.
- Consider trading Grazing Shot for Flash and Clear to enable the Arms Merchant to make a speedy escape if combat turns against them.
Arms Merchant Statistics (CL 5)[]
Medium Nonheroic 4/Scout 2/Noble 2
Force Points: 1; Dark Side Score: 3
Initiative: +10; Senses: Perception +10
Languages: Basic, Bocce, Huttese, Rodese, 2 Unassigned
Defenses[]
Reflex Defense: 17 (Flat-Footed: 16), Fortitude Defense: 16, Will Defense: 17
Hit Points: 35, Damage Threshold: 16
Offense[]
Speed: 6 Squares
Melee: Unarmed +5 (1d4+2)
Ranged: Heavy Blaster Pistol +7 (3d8+2)
Ranged: Concussion Grenade (1) +6 (8d6+2, 2-Square Burst)
Base Attack Bonus: +5, Grapple: +6
Attack Options: Bantha Herder, Far Shot, Grazing Shot, Point-Blank Shot
Special Actions: Connections
Base Stats[]
Abilities: Strength 11, Dexterity 13, Constitution 12, Intelligence 14, Wisdom 12, Charisma 14
Feats: Bantha Herder, Far Shot, Grazing Shot, Linguist, Point-Blank Shot, Skill Training (Perception), Weapon Proficiency (Heavy Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)
Skills: Deception +11, Initiative +10, Knowledge (Technology) +10, Perception +10, Persuasion +11 (may reroll to Haggle, must take second result)
Possessions: Heavy Blaster Pistol (Improved Accuracy; Extra Power Source, Targeting Scope (Standard)), Concussion Grenade (1), Comlink (Short-Range), Credit Chip (2500 credits), Datapad (Inventory Database)