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Ninth Army FenceCreature 5


UncommonNEMediumHumanHumanoid
Source Pathfinder Society Scenario #3-11: No Time For Treason
Perception +11
Languages Common
Skills Lore +13, Acrobatics +10, 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 One Action +12 (+8, +4) to hit (agile, finesse, versatile s) 1d6+5 Piercing
Dagger One Action +12 (+8, +4) to hit (agile, finesse, versatile s) 1d4+5 Piercing
Dagger One Action +12 (+8, +4) to hit (agile, 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 Rummage One Action

The fence always has a few items close at hand. The fence Interact} 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 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 Attack

The 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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.