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MERCHANT

The Merchant
Human Male Strong Hero 2 / Smart Hero 5 / Field Scientist 5 / Soldier 4
Str 13, Dex 14, Con 10, Int 17, Wis 14, Cha 8
Talents:
Ignore Hardness, Savant – mechanical, technology, repair,
Total Hit Points: 72
Speed: 30 feet
Armor Class: 23 = 10 + 8 [class] +2 [dexterity] +3 [field scientist intelligence]
Touch AC: 20 Flat-footed: 24
Initiative modifier: +6 Attack (handheld): +10/+5 = 9 [base] +1 [strength]
Fortitude save: +8 = 8 Attack (missile): +11/+6 = 9 [base] +2 [dexterity]
Reflex save: +8 Grapple check: +10/+5 = 9 [base] +1 [strength]
Will save: +7 Reputation: +3 = 3 [base]
Light Load up to 50lbs, Medium 51 to 100lbs, Heavy 101 to 150lbs Lift over head: 150 Lift from ground:
300lbs Push/Drag: 750lbs
Silenced Glock 17 autoloader [+10/+5 2d6, crit 20, range incr 30 ft., 2 lb, ballistic, semi-automatic]
M14 Carbine assault rifle [+12/+7 2d8, crit 20, range incr 60 ft., 7 lb, ballistic,
semi-automatic/automatic]
Undercover Vest [light; +3 AC; max dex +5; check penalty -2; 3 lb.]
Feats: Armor Proficiency(light), Builder, Heroic surge, Improved Initiative, Brawl, Quick Draw, Simple
Weapons, Personal Firearms, Advanced Firearms, Burst Fire, Gearhead, Surgery, Surface Vehicle
Operation
Computer Use +15, Craft-Chemical +16 Mechanical +27, Drive +21, Hide +11,
Knowledge (weaponsmith) +23 (tactics) +6 (Technology) +9, Move Silently +11, Research +10
Sense Motive +11, PERCEPTION +21, Treat Injury +11
Soldier
Weapon focus (not listed as a feat)
Weapon: M14
Weapon specialization (level 2)
Tactical aid (level 4)
Improved critical (level 5)
Field Scientist
Smart Defense (level 1)
Scientific Improvisation (level 2)
Skill Mastery (level 4)
Skills:
Minor Breakthrough (level 5)
Exotic Arms the Merchant has (or can create)
Weapon Damag Critical Range ROF Magazine Size Weight
e Increment
Wildey .475 Magnum 2d8 20 50ft S 8 Mediu 4lbs
m
XM-214-22 Micro 2d4 20 40ft A Linked Large 14lbs
Minigun .22 caliber
experimental
Kel-Tec KSG .12 gauge 2d8 20 40ft S 14+1 Large 7lbs
Reboring, Channeling and Finishing
This process allows any firearm to up its minimum damage.
Old Damage Code New Damage Code
2d6 3d4
2d8 4d4
2d10 5d4
2d12 6d4
This adds +4 to the purchase DC to obtain a new firearm, or DC 4(4 parts) per gun given this new
treatment.
Mastercrafting a weapon adds +4 to the purchase DC per time it is taken and reflects a standard of
weapons craftsmanship that is virtually unheard of. For example, a Glock 17 master crafted 3 times has a
purchase DC of 30 and has either a +3 to hit or a +3 to damage as per the choice of the person
commissioning the gun.
Belted Ammunition +6 to purchase DC for a 20 round box for 100 rounds
Drum Magazines can be made for nearly any firearm, tripling the ammo capacity for that weapon. This
entails a +4 DC (4 parts). It adds 4lbs to the weapon’s final weight. Drum magazines hold up to
100rounds for the following weapons:
5.56mm
Ultimax 100,M16, M4,AR15,SG 556, M249/SAW, HK416, FN SCAR, SA80, FN MINIMI
HK G36, HK33 / 53, HK 93, MINI 14, SIG550 / 551 / 552 / 553, STEYR AUG
9mm
Colt, HK MP5, Uzi
7.62mm
M1A, M14, HK91, HK G3,FN FAL,AR10
Minor Magazine expansion (DC +2) adds up to 4 rounds to any semi-automatic without significantly
altering its weight, merely by removing the butt plate of the clip and extending the magazine walls.
The Oxford Guide to Pills and Medicines- This book details the proper combinations of
medicines and pills for best effect, as well as the treatment of wounds. This allows the PCs to
combine found medicines to make health packs. Cost: 10 parts 2lbs
The Complete Book of Technology- This details the creation of simple and complex electrical
devices. This allows creation of electronic devices. Cost: 15 parts 6lbs
The Handloader’s Journal- This allows for the creation of ammunitions of various types.
Cost: 10 parts 4lbs
Jane’s Guide to Firearms, volume XXIV- This book allows for the creation of firearms of
various types. Cost: 20 parts 10lbs
Bear Gryll’s Survivor Grill- This allows for the preparation of better, more nutritious meals
made from scrounged materials, made by the Survivorman himself. Cost: 12 parts 4lbs

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