The Golarion Gambit
(RIP) Syn Darkblade
Human Varisian Rogue 3/Illusionist 3/Arcane Trickster 1 and Gambler
Male human (Varisian) arcane trickster 1/rogue 3/illusionist (shadow[APG]) 3 (Pathfinder RPG Advanced Player’s Guide 147)
CN Medium humanoid (human)
Init + 7; Senses Perception + 6
AC 16, touch 13, flat-footed 13 (+ 2 armor, + 3 Dex, + 1 natural)
hp 44 (7 HD; 4d6+3d8+10)
Fort 14 (+ 5 circumstance bonus vs. cold weather), Ref 20, Will 16
Defensive Abilities evasion, trap sense + 1
Speed 30 ft. (20 ft. in armor)
Melee dagger + 4 (1d4+1/19-20) or
mwk short sword + 3 (1d6+1/19-20) or
mwk short sword + 3 (1d6/19-20) or
unarmed strike + 4 (1d3+1)
Ranged hand crossbow + 6 (1d4/19-20)
Special Attacks binding darkness, sneak attack + 2d6
Illusionist Spells Prepared (CL 4th; concentration + 5)
2nd—darkvision, invisibility, mirror image
1st—charm person (DC 12), disguise self, mage armor (2), magic missile
0 (at will)—detect magic, mage hand, open/close (DC 11), ray of frost
Opposition Schools Abjuration, Necromancy
Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 14
Base Atk + 3; CMB + 4; CMD 17
Feats Arcane Armor Training, City Born (magnimar), Improved Initiative, Improved Unarmed Strike, Scribe Scroll, Two-weapon Fighting
Traits charming, dirty fighter, gifted adept
Skills Acrobatics + 4 (+ 0 to jump), Appraise + 6, Bluff + 6 (+ 7 vs. characters who could be attracted to you), Climb + 8, Diplomacy + 4 (+ 5 vs. characters who could be attracted to you), Disable Device + 13, Disguise + 7, Escape Artist + 7, Knowledge (arcana) + 8, Knowledge (local) + 5, Linguistics + 5, Perception + 6, Profession (gambler) + 10, Ride + 2, Sense Motive + 6, Sleight of Hand + 7, Spellcraft + 7, Stealth + 10, Survival + 1, Swim + 2, Use Magic Device + 6
Languages Common, Elven, Thassilonian, Varisian
SQ arcane bond (masterwork short sword), extended illusions (1 round), hedonistic, ranged legerdemain, rogue talent (fast stealth), trapfinding + 1
Combat Gear potion of cure light wounds (7), acid; Other Gear leather armor, crossbow bolts (10), dagger (4), hand crossbow, mwk short sword, mwk short sword, amulet of natural armor + 1, bag of holding i, boots of the winterlands, bedroll, belt pouch, belt pouch, cold weather outfit, flask, masterwork thieves’ tools, signet ring, silk rope (50 ft.), spell component pouch, thieves’ tools, trail rations (5), waterskin, whetstone, winter blanket, wizard starting spellbook, 254 gp, 4 sp, 7 cp
Acid – 0/1
Arcane Bond (Masterwork short sword) (1/day) (Sp) – 0/1
Binding Darkness (1 round, 4/day) (Sp) – 0/4
Crossbow bolts – 0/10
Dagger – 0/4
Potion of cure light wounds – 0/7
Trail rations – 0/5
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Armor Training Swift action: – 10% arcane spell failure due to armor.
Arcane Bond (Masterwork short sword) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Binding Darkness (1 round, 4/day) (Sp) Ranged Touch attack entangles target and grants them concealment.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extended Illusions (+ 1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but + 5 DC.
Shadow Associated School: Illusion
Sneak Attack + 2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense + 1 (Ex) + 1 bonus on reflex saves and AC against traps.
Trapfinding + 1 Gain a bonus to find or disable traps, including magical ones.
Born on 26 Calistril, 4697 AR, Syn Blade grew up on the streets of the city of Magnimar. His father was a drunken womanizer and his mother cared little for the youngest of six children. Naturally Syn would find a familial connection to the many street urchins and gangsters of the Underbridge, known more commonly as “the Shadow,” Magnimar’s most dangerous slum.
As his roguish skills improved, so did his gambling skills. Wanting to earn a better living and to see more of Golarion, Syn decided to travel the world as a professional gambler, although he certainly isn’t above resorting to his roguish ways to earn a coin or two…or more.