Ninth Army Fence

Level 5
Creature· evilUncommonMediumLegacy
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 22 (society)

Attacks

Melee Shortsword +12 (agile, finesse, versatile-s), Damage 1d6+5 piercing
Melee Dagger +12 (agile, finesse, versatile-s), Damage 1d4+5 piercing
Melee Dagger +12 (agile, thrown 10 ft., versatile-s), Damage 1d4+2 piercing

Abilities

Fence's Eyeinteraction

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.

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 Off-Guard against the fence's attacks until the end of the fence's next turn. On a critical success, the target is Off-Guard against all attacks until the end of the fence's next turn.

Sneak Attack

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

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.


Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.