Arms Dealer
CREATURE 2A seedy arms dealer has access to all kinds of deadly weapons and can quickly provide them to clients in need… for the right price, of course.
These lone wolves have an aura of mystery, bravado, and swagger.
+9; (+11 to Sense Motive)
Common
Crafting +7 (+14 for firearms), Deception +7, Diplomacy +7, Firearm Lore +14, Intimidation +9, Society +9, Underworld Lore +9
Str +0, Dex +3, Con +0, Int +1, Wis +3, Cha +3
Flintlock Musket, Hand Cannon, Sword Cane, Rounds (Flintlock Musket) (20), Rounds (Hand Cannon) (20)
Arms Dealing Specialist
For encounters involving the purchase of weapons, the arms dealer is a 5th-level challenge.
Take Stock (auditory, concentrate, linguistic, mental)
The arms dealer advises an ally on how to properly use a firearm. The arms dealer chooses an ally within 30 feet wielding a firearm. That ally can use a reaction to Interact to reload their firearm.
You Call That a Gun?
The arms dealer seems unaffected by your attempts to threaten them. The arms dealer gains a +2 circumstance bonus to their Will DC against Intimidation checks while they're holding a firearm.
AC 17; Fort +6, Ref +7, Will +9
HP 28
+2 to Sense Motive
25 feet
Melee Sword Cane +9 (agile, concealable, finesse), Damage 1d6+2 piercing
Melee Fist +9 (agile, finesse, nonlethal, unarmed), Damage 1d4+2 bludgeoning
Ranged Flintlock Musket +11 (concussive, fatal d10, reload 1, range increment 70 feet), Damage 1d6+3 piercing
Ranged Hand Cannon +11 (modular, reload 1, range increment 30 feet), Damage 1d6+3 piercing
Pathfinder NPC CoreORC