Fence

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

Attacks

Melee Dagger +14 (agile, finesse, versatile-s), Damage 1d4+6 piercing
Melee Dagger +14 (agile, thrown 10 ft., versatile-s), Damage 1d4+6 piercing
Melee Shortsword +14 (agile, finesse, versatile-s), Damage 1d6+6 piercing
Melee Fist +14 (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 Feint

The fence , 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.

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.