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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.

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

Elite | Normal | Weak
Proficiency without Level

FenceCreature 5

Source Gamemastery Guide pg. 210
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 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.
Items bird feather token, dagger (10), disguise kit, lesser darkvision elixir, lesser smokestick (2), shortsword, thieves' tools
AC 20; Fort +9, Ref +12, Will +15
HP 70
Speed 25 feet
Melee Single ActionSingle Action shortsword +12 [+8/+4] (agile, finesse, versatile S), Damage 1d6+5 piercingMelee Single ActionSingle Action dagger +12 [+8/+4] (agile, finesse, versatile S), Damage 1d4+5 piercingRanged Single ActionSingle Action dagger +12 [+8/+4] (agile, thrown 10 feet, versatile S), Damage 1d4+2 piercingQuick Rummage Single ActionSingle Action 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.

All Monsters in "Criminals"

Grave Robber1


Source Gamemastery Guide pg. 208
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.

Sidebar - Additional Lore Criminal Scams

Common scams criminals run include sending fake collectors for nonexistent charities to seek donations for the diseased and downtrodden; rigged games of chance at local fairs offering worthless prizes, and flashy sideshows 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 - 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 enchantment magic, falsifying divinations, violating privacy with divinations, or trespassing via teleportation.

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 Money

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 also promise retribution against other criminals.