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There is a Legacy version here.

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 to a closed group of elite buyers.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

FenceCreature 5

Medium Human Humanoid 
Source NPC Core pg. 21
Perception +11
Languages Common
Skills Accounting Lore +13, Acrobatics +10, Crafting +13, Deception +13, Diplomacy +11, Intimidation +11, Society +11, Stealth +10, Thievery +10, Underworld Lore +15
Str +0, Dex +3, Con +0, Int +4, Wis +2, Cha +4
Fence's Eye Fences 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 all Underworld Lore checks related to stolen items.
Items dagger (10), disguise kit, lesser darkvision elixir, lesser smoke ball (2), shortsword, thieves' toolkit
AC 20; Fort +9, Ref +12, Will +15
HP 70
Speed 25 feet
Melee [one-action] shortsword +14 [+10/+6] (agile, finesse, versatile S), Damage 1d6+6 piercingMelee [one-action] dagger +14 [+10/+6] (agile, finesse, versatile S), Damage 1d4+6 piercingMelee [one-action] fist +14 [+10/+6] (agile, finesse, nonlethal, unarmed), Damage 1d4+6 bludgeoningRanged [one-action] dagger +14 [+10/+6] (agile, thrown 10 feet, versatile S), Damage 1d4+6 piercingFence's Feint [one-action] The fence Feints, then can Step. If the Feint succeeds, the target is off-guard against the fence's melee attacks until the end of the fence's next turn (or to all melee attacks on a critical success).Quick Rummage [one-action] The fence always has a few items close at hand. The fence Interacts to draw a weapon or an item that takes a single action to activate, and then Strikes with the weapon or Activates the Item.Sneak Attack The fence deals an extra 2d6 precision damage to off-guard creatures.

All Monsters in "Criminal"

NameLevel
Assassin8
Bandit2
Bandit Gang7
Burglar4
Charlatan3
Crime Kingpin12
Fence5
Flamboyant Thief15
Grave Robber1
Legbreaker6
Loan Shark2
Master Of Disguise7
Ruffian2

Criminal

Source NPC Core pg. 18
In the underbelly of society, the lawless reign supreme.

Sidebar - Advice and Rules Corruption For Hire

The criminals in this section don't always have to exist in opposition to the PCs. Characters might make use of a corrupt judge to keep a target of their investigations in town while they go about their business or hire a master of disguise to infiltrate a building and map a floor plan before pulling a job. All it takes is coin and a quiet word in the right ear.

Sidebar - Treasure and Rewards Criminal Scams

Common criminal scams include fake collectors for nonexistent charities for the diseased and downtrodden, rigged games of chance at local fairs offering worthless prizes, flashy street performers concealing the work of pickpockets in the audience, and plants who offer to help travelers find accommodations but lead them to inns with exorbitant prices.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Gnome daredevil (level 2), halfling smuggler (level 6), leaping thief (level 3)

Sidebar - Additional Lore Fantasy Crimes

While many crimes in Pathfinder are similar to crimes in the real world, certain crimes are possible only in a world of magic. These include using magic to win a wager, malicious uses of curses, violating autonomy with spells that charm or control others, falsifying fortunes, violating privacy with scrying, or trespassing via teleportation.

Sidebar - Additional Lore Folk Heroes

Real-world bandits exist in folklore and history as champions of the downtrodden, fighting against their oppressors, robbing the rich, and striking at the powerful from secret dens deep in the wilderness. The gang leader could well be a local legend, someone who the PCs can turn to for mutual aid when the going gets tough.

Sidebar - Additional Lore More Scams

  • Fraudsters sell fake alchemical items, medicines, charms, talismans, or other minor magics.
  • Unscrupulous moneylenders take advantage of lax business regulations to employ predatory repayment terms.
  • Phony fortune-tellers and mediums use cold-reading techniques to lull gullible marks.

Sidebar - Additional Lore Protection Rackets

Criminal organizations often find it easier to demand protection money from locals than go to the trouble of stealing it. “Protection” includes an implicit assumption that those who pay up are safe from those criminals, and some groups also promise retribution should those who pay them fall afoul of other criminals.

Sidebar - Locations Sanctuary

Adventurers or those they rescue might be able to find sanctuary in sacred places to buy time against pursuers or disappear from those hunting them. These institutions range from simple rural shrines to monasteries to larger estates. The churches of Asmodeus, Cayden Cailean, Iomedae, Irori, Sarenrae, and Shelyn are the most likely to grant sanctuary—though some of these ask much in exchange for their protections.

Sidebar - Additional Lore Walking The Walk

Traveling devotees, such as the pilgrim and traveling priest, are both well-traveled and more than willing to speak to new people. This makes these voyagers a trove of rumors, stories of fabled lands, and wise words for those most in need. Yet, they're also far from home, so their reliance on the largesse of others means they're frequently willing to trade information, travel alongside others, share lodgings, or find other beneficial arrangements. Their companions' patience with the traveler's proselytizing can be another matter...