Fence (PFS 2-00)Creature 5
Source Pathfinder Society Scenario #2-00: The King in Thorns
Perception +11
Languages Common
Skills Lore +13, Acrobatics +13, Crafting +13, Deception +13, Diplomacy +11, Intimidation +11, Society +11, Stealth +10, Thievery +10, Lore +15
Str +0, Dex +3, Con +0, Int +4, Wis +2, Cha +4
AC 20; Fort +9; Reflex +12; Will +15;
HP 70
Speed 25 feet
Shortsword +12 (+8, +4) to hit (agile, finesse, versatile s) 1d6+6 Piercing
Dagger +12 (+8, +4) to hit (agile, finesse, versatile s) 1d4+5 Piercing
Dagger +12 (+8, +4) to hit (agile, finesse, thrown 10, versatile s) 1d4+2 Piercing
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.
Quick RummageThe 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 FeintWhen 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 AttackThe fence deals and extra 2d6 extra precision damage to Flat-Footed 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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.