Fence
Fences make themselves indispensable to the underworld by paying for stolen goods only to resell them later, whether through a seemingly legitimate business or…
- AC
- 20
- HP
- 70
- Perc
- +11
- Fort
- +9
- Ref
- +12
- Will
- +15
- STR
- +0
- DEX
- +3
- CON
- +0
- INT
- +4
- WIS
- +2
- CHA
- +4
- shortsword +14 1d6+6 piercing
- dagger +14 1d4+6 piercing
- fist +14 1d4+6 bludgeoning
- dagger +14 1d4+6 piercing
- AC
- 20
- HP
- 70
- STR
- +0
- DEX
- +3
- CON
- +0
- INT
- +4
- WIS
- +2
- CHA
- +4
Fences make themselves indispensable to the underworld by paying for stolen goods only to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers.
AC 20
Fort +9
Ref +12
Will +15
HP 70
Speed 25 feet
Melee
[Single Action]
shortsword +14 (Agile, Finesse, versatile S),
Damage 1d6+6 piercing
Melee
[Single Action]
dagger +14 (Agile, Finesse, versatile S),
Damage 1d4+6 piercing
Melee
[Single Action]
fist +14 (Agile, Finesse, Nonlethal, Unarmed),
Damage 1d4+6 bludgeoning
Ranged
[Single Action]
dagger +14 (Agile, thrown 10 feet, versatile S),
Damage 1d4+6 piercing
Fence's Feint [Single Action] The fence Feints, then can Step.