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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.
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.
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<b>Defense & Saves</b>
<div class="mw-collapsible-content">
* '''HP:''' 70
* '''AC:''' 20
* '''Perception:''' +0
* '''Speed:''' 30 ft.
* '''Fortitude:''' +9
* '''Reflex:''' +12
* '''Will:''' +15
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<b>Ability Scores</b>
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{| class="wikitable" style="text-align:center; width:100%;"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| +0 || +3 || +0 || +4 || +2 || +4
|}
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<b>Skills</b>
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{| class="wikitable sortable" style="width:100%;"
! Skill !! Modifier
|-
| Acrobatics || +0
|-
| Crafting || +0
|-
| Deception || +0
|-
| Diplomacy || +0
|-
| Intimidation || +0
|-
| Society || +0
|-
| Stealth || +0
|-
| Thievery || +0
|}
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<b>Actions & Abilities</b>
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=====Attacks=====
; <html><img src="https://foundry.atkennedy.com/icons/weapons/daggers/dagger-straight-blue.webp" width="20" height="20" alt="Dagger" style="vertical-align:middle;" /></html> '''Dagger''' <small>(agile, finesse, versatile-s)</small> +12 — 1d4+5 piercing
: This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
; <html><img src="https://foundry.atkennedy.com/icons/weapons/swords/sword-guard-purple.webp" width="20" height="20" alt="Shortsword" style="vertical-align:middle;" /></html> '''Shortsword''' <small>(agile, finesse, versatile-s)</small> +12 — 1d6+5 piercing
: These blades come in a variety of shapes and styles, but they are typically 2 feet long.
; <html><img src="https://foundry.atkennedy.com/icons/weapons/daggers/dagger-straight-blue.webp" width="20" height="20" alt="Dagger" style="vertical-align:middle;" /></html> '''Dagger''' <small>(agile, finesse, thrown-10, versatile-s)</small> +12 — 1d4+2 piercing
: This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
=====Abilities=====
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Scoundrel's Feint" style="vertical-align:middle;" /></html> '''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.
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Fence's Eye" style="vertical-align:middle;" /></html> '''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.
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width="20" height="20" alt="Quick Rummage" style="vertical-align:middle;" /></html> '''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.
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Sneak Attack" style="vertical-align:middle;" /></html> '''Sneak Attack''' <small>(rogue)</small>
: The fence deals an extra 2d6 precision damage to Off-Guard creatures.
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''Last synced: 2026-06-20 19:52''
[[Category:NPCs]]

Revision as of 00:52, 21 June 2026

Elven Fence

Elven Fence
elf-vourinoi.webp#.webp
Level 5
Size Medium

Description

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.

Defense & Saves

  • HP: 70
  • AC: 20
  • Perception: +0
  • Speed: 30 ft.
  • Fortitude: +9
  • Reflex: +12
  • Will: +15

Ability Scores

STR DEX CON INT WIS CHA
+0 +3 +0 +4 +2 +4

Skills

Skill Modifier
Acrobatics +0
Crafting +0
Deception +0
Diplomacy +0
Intimidation +0
Society +0
Stealth +0
Thievery +0

Actions & Abilities

Attacks
Dagger Dagger (agile, finesse, versatile-s) +12 — 1d4+5 piercing
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
Shortsword Shortsword (agile, finesse, versatile-s) +12 — 1d6+5 piercing
These blades come in a variety of shapes and styles, but they are typically 2 feet long.
Dagger Dagger (agile, finesse, thrown-10, versatile-s) +12 — 1d4+2 piercing
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
Abilities
Scoundrel's Feint 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.
Fence's Eye 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 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.
Sneak Attack Sneak Attack (rogue)
The fence deals an extra 2d6 precision damage to Off-Guard creatures.


Last synced: 2026-06-20 19:52