Fence
Creature 5 — human, humanoid
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.
Source: pathfinder-npc-core
Perception +11
Skills acrobatics +10, crafting +13, deception +13, diplomacy +11, intimidation +11, society +11, stealth +10, thievery +10
Str
+0
Dex
+3
Con
+0
Int
+4
Wis
+2
Cha
+4
AC 20
Fort +9
Ref +12
Will +15
HP 70
Speed 25 feet
Offense
Melee Dagger +14, Damage 1d4+6 piercing
Ranged Dagger +14, Damage 1d4+6 piercing
Melee Shortsword +14, Damage 1d6+6 piercing
Melee Fist +14, Damage 1d4+6 bludgeoning
Abilities
Fence's Eye — 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 Feint — 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 Rummage — 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 Attack — The fence deals an extra 2d6 precision damage to Off-Guard creatures.
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