CREATURE 5
Perception +11
Languages Common
Skills Accounting Lore +13, 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
Items dagger (10), lesser darkvision elixir, disguise kit, bird feather token, lesser smokestick (2), shortsword, thieves' tools
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.
AC 20; Fort +9, Ref +12, Will +15
HP 70
Speed 25 feet
Melee shortsword +12 (agile, finesse, versatile s), Damage 1d6+5 piercing
Melee dagger +12 (agile, finesse, versatile s), Damage 1d4+5 piercing
Ranged dagger +12 (agile, thrown 10 feet, versatile s), Damage 1d4+2 piercing
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 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 an extra 2d6 precision damage to flat-footed creatures.
Gamemastery Guide, page 210.
Open Fence in the interactive creatures list or browse all creatures starting with F.