Fence

Level 5
Creature· humanMediumRemaster
AC 20
HP 70
Speed 25 ft.
Fort +9
Ref +12
Will +15
Perc +11
Size Medium
Common
Languages common
Skills crafting +13, deception +13, diplomacy +11, intimidation +11, society +11, acrobatics +10, stealth +10, thievery +10
Recall Knowledge society DC 20

Attacks

Melee Dagger +14/+10/+6(agile, finesse, versatile S)
Damage: 1d4+6 piercing
Melee Dagger +14/+10/+6(agile, thrown 10 ft., versatile S)
Damage: 1d4+6 piercing
Melee Shortsword +14/+10/+6(agile, finesse, versatile S)
Damage: 1d6+6 piercing
Melee Fist +14/+10/+6(agile, finesse, nonlethal, unarmed)
Damage: 1d4+6 bludgeoning

Abilities

Fence's Eyeinteraction

Fences 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 all Underworld Lore checks related to stolen items.

Fence's Feintoffensive

The fence Feints, then can Step. If the feint succeeds, the target is Off-Guard against the fence's melee attacks until the end of the fence's next turn (or to all melee attacks on a critical success).

Quick Rummageoffensive

The fence always has a few items close at hand. The fence Interacts to draw a weapon or an item that takes a single action to activate, and then Strikes with the weapon or Activates the Item.

Sneak Attackoffensive

The fence deals an extra 2d6 precision damage to Off-Guard creatures.

Description

Fences make themselves indispensable to the underworld by paying for stolen goods only to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers.


In the underbelly of society, the lawless reign supreme.