Fence Creature 5
NEMediumHumanHumanoidPathfinder Gamemastery Guide (Second Edition), page 210; family: Criminals
The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers.
Perception +11
Languages Common
Skills Accounting Lore +13, Acrobatics +10, Crafting +13, Deception +13, Diplomacy +11, Intimidation +11, Society +11, Stealth +10, Thievery +10, Underworld Lore +15
Str +0, Dex +3, Con +0, Int +4, Wis +2, Cha +4
Items dagger (10), lesser darkvision elixir, disguise kit, bird feather token, lesser smokestick (2), shortsword, thieves’ tools
Fence’s Eye Fences live by their ability to recognize a viable trade. They can use Underworld Lore to identify an item’s value and Identify Magic on an item. They gain a +2 circumstance bonus to Underworld Lore checks when doing so, and to Underworld Lore checks to determine whether an item was stolen, whether a stolen item would be too recognizable to easily move, and who would be interested in purchasing such an item.
AC 20; Fort +9, Ref +12, Will +15
HP 70
Speed 25 feet
Melee ◆ shortsword +12 (agile, finesse, versatile S), Damage 1d6+5 piercing
Melee ◆ dagger +12 (agile, finesse, versatile S), Damage 1d4+5 piercing
Ranged ◆ dagger +12 (agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing
Quick Rummage ◆ The fence always has a few items close at hand. The fence Interacts to draw a weapon or item that takes a single action to activate, and then Strikes with the weapon or Activates the Item.
Scoundrel’s Feint When the fence successfully Feints, their target is flat-footed against the fence’s attacks until the end of the fence’s next turn. On a critical success, the target is flat-footed against all attacks until the end of the fence’s next turn.
Sneak Attack The fence deals an extra 2d6 precision damage to flat-footed creatures.
