| Race |
| ♥49 | ⛨19 t12 ff18 | CMB +9, CMD 21 | F +7, R +3, W +2 (+1 vs. fear); +4 vs. mind-affecting, paralysis, poison, and stun | Init +1 | Perception +10; darkvision 60ft, low-light vision |
| Classes/Levels |
| Speed 30ft (20ft in armor) | ☐Nanite Surge + 8 | ☐Technic Tinkerer (Prestidigitation) | necklace of fireballs: ☐3d6 | ⚕none |
| Gender |
android gloomblade 5 |
| Occupation |
☐☑ |
About Guardian XI
Android fighter (gloomblade) 5
NG Medium humanoid (android)
Init 1; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 49 (5d10+15)
Fort 7, Ref 3, Will 2 (+1 vs. fear); +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron greatsword +10 (2d6+8 S/19+) or
. . shadow weapon +12 (2d6+10 S/19+)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 12, Wis 10, Cha 8
Base Atk +5; CMB 9; CMD 21
Feats Cleave, Furious Focus[APG], Great Cleave, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Traits armor expert, technic tinkerer (numeria)
Skills Acrobatics -1 (-5 to jump), Knowledge (planes) +9, Perception +10, Sense Motive -4, Survival +8; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Common, Varisian
Combat Gear necklace of fireballs i, potion of enlarge person, wand of cure light wounds; Other Gear +2 scale mail, cold iron greatsword, cloak of resistance +1, ring of protection +1, backpack, bedroll, chalk (10), flint and steel, waterskin, 1,319 gp, 8 sp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Emotionless (Ex)
Exceptional Senses
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease
Immunity to Emotion (Ex)
Immunity to Exhausted
Immunity to Fatigue
Immunity to Fear (Ex)
Immunity to Sleep
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +8 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shadow Weapon (Su) As a move action, create shadow weapon in hand that grows in power with wielder.
--------------------
Boons
--------------------
Draw from the Deck
Impressive Find
Well-Earned Reward
Apprentices Returned: You defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that you rescued provide you with handmade gifts from their businesses as a token of their appreciation. When you receive this boon, cross off the rewards for each apprentice you did not rescue. These rewards increase if you apply the Chronicle sheets for one or both of the other chapters of Gallows of Madness to the same character.
[_]Dependable Drummady’s (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallow of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
[_]Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
[_]Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
[_]Pricknettle’s Potions and Poultices (rescued Gellion Vazarro): You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
[_]Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods” she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you wit information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.
[_]Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.
Courageous Recruit: You rescued Nixa Volsetti, a new recruit to Isger’s army, from Mezodarath’s prison. During “A Foul Breed,” Nixa grants you a +2 circumstance bonus on Diplomacy checks to gather information. During “The Festering Blot,” you gain a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries. Additionally, Nixa provides you with one additional rumor about Saringallow.
[_]Goblin Slayer You defeated the goblins who were terrorizing the Escoro family and other local shepherds. You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose goblinoid as one of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
[_][_]Repurposed Trap: On your way up to Highfort, you encountered a trap made of bottled brown mold. You recovered some these jars for your own future use; immediately check one of the boxes that precede this boon if you did not disable the trap. So long as you carry a jar with you, you gain the benefits of endure elements in in hot environments and take a –2 penalty on saving throws against environmental cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands (Pathfinder RPG Core Rulebook 202). When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet.
Antidotes and Remedies: Among the poisonous plants in the Sarini garden, you found four potent medicinal plants, each of which has a different effect. You collected a bundle of leaves and roots from each of these plants for future use. You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
• Heal 1d4+1 points of damage.
• Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for
1 hour.
[_][_] Bringing the Truth to Light: You recovered records of the Sarini family’s unspeakable deeds from the secret chambers below their manor. In addition to bringing closure to families of Saringallow, these documents provide you with insights about the forces of Hell. You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.
[_][_][_]Friends in Saringallow: You rescued both Nolaria Wintren and Nixa Volsetti from Wormgnash’s minions. The cousins decide to provide you with assistance on your future adventures. Using any of these favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
• Ask Nixa to share her expertise (Knowledge [planes] +5)
• Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
• Ask Nolaria to cast bless (CL 3rd, concentration +5)
• Ask Nolaria to cast cure light wounds (CL 3rd, concentration +5)
• Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19–20), light shield +3 (1d3+3)
Pushing Back the Abyss: You stopped Wormgnash’s plots, and, with the help of the town guard,
eradicated the last traces of demon bile from Saringallow. Your experiences in Saringallow have taught you to recognize signs of demonic influence. You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.
--------------------
References
--------------------
Build: Android, Fighter, Gloomblade
Feats: Cleave, Furious Focus, Power Attack, Weapon Focus