Prankster Illusionist

Arin Qualnoh's page

641 posts. Organized Play character for PaleDim.


| HP 31/31 | AC 21*, t 15*, ff 19* | CMB 1, CMD 13 | F+2 R+3 W+5 | Init+2 | Low-light vision | Perc+7, SM+1


| Speed 20ft | Spells: 1st 1/8; 2nd 1/4 | Channel Positive Energy: 1/6 | Energy Body (rounds): 3/4 | Delay Affliction: 1/1 | Eternal Hope: 1/1 | SLAs: arcane mark 1/1, comprehend languages 1/1, message 1/1, read magic 1/1 | Active conditions: ShOfFa


Male Gnome Oracle 4

About Arin Qualnoh

PFS # 272301-15
Experience 11
Fame 22
Faction Liberty's Edge
Wealth 4828 GP, 20 PP

Arin Qualnoh
Male gnome oracle 4
NG Small humanoid (gnome)
Init +2; Senses Low-light vision; Perc +7, SM +1,

Abyssal for tongues curse


AC 19, touch 13, flat-footed 17 (+2 dex, +1 size, +6 armor)
HP 31 (4d8+8)
Fort +2, Ref +3, Will +5
+2 vs fear and despair effects, reroll a 1 once/day
+2 vs spells with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings


Speed 20 ft.
Melee None
Ranged light crossbow +6 (1d6 P/cold iron, 19-20/x2, 80’)
Special attacks channel energy (positive, 2d6, DC17, 6/day)
Oracle spells (CL 4; concentration +11)
2nd (4/day): cure moderate wounds, lesser restoration, sound burst (DC 17)
1st (8/day): bane (DC 16), bless, cure light wounds, detect undead, doom (DC 16), magic weapon (page of spell knowledge), shield of faith
0th (at will): create water, detect magic, guidance, light, purify food and drink, resistance
+1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings
Spell-like abilities: arcane mark (1/day), comprehend languages (1/day), message (1/day), read magic (1/day)


Str 8, Dex 14, Con 12, Int 10, Wis 12, Cha 20
Base Atk +3; CMB 1; CMD 13
Feats Expanded Arcana (Doom), Extra Revelation (Delay Affliction)
Traits Focused Mind, Sacred Touch
Languages Common, Gnome, Sylvan, Abyssal
SQ academician (knowledge (planes)), eternal hope, keen senses, mystery (life), oracle's curse (tongues [abyssal]), revelations (channel, delay affliction, energy body), slow speed, weapon familiarity
Skills heal +8, knowledge (planes) +9, perception +7, spellcraft +7; Skills (untrained) acrobatics +2, appraise +0, bluff +5, climb -1, craft (any) +0, diplomacy +5, disguise +5, escape artist +2, fly +2, intimidate +5, perform (any) +5, ride +2, sense motive +1, stealth +2, survival +1, swim -1; Armor check penalty 0
Temporary gear Potion of Cure Serious Wounds, Potion of Endure Elements
Combat Gear cold iron crossbow bolts (23), wand of cure light wounds (CL1, 30 charges), page of spell knowledge (Magic Weapon), Scroll of Remove Fear
Other Gear light crossbow, mithral shirt +2, backpack, trail rations (2), waterskin, warm-weather outfit, courtier's outfit

Special Abilities:

-Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
-Delay Affliction (Su): Once per day as an immediate action, whenever you fail a saving throw against a disease or poison, you may ignore its effects for 1 hour per level. At 7th and 15th level, you can use this ability one additional time per day.
-Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.
Sacred Touch (trait): You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Oracle Spells
- Bane: Enemies take –1 on attack rolls and saves against fear.
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Create Water: Creates 2 gallons/level of pure water.
- Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
- Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Undead: Reveals undead within 60 ft.
- Doom (from Expanded Arcana feat): One subject takes –2 on attack rolls, damage rolls, saves, and checks.
- Guidance: +1 on one attack roll, saving throw, or skill check.
- Light: Object shines like a torch.
- Magic Weapon (from Page of Spell Knowledge): Weapon gains +1 bonus.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Resistance: Subject gains +1 on saving throws.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Sound Burst: Deals 1d8 sonic damage and may stun subjects.

Spell-like abilities
- Arcane Mark (1/day): Inscribes a personal rune on an object or creature (visible or invisible).
- Comprehend Languages (1/day): You understand all spoken and written languages.
- Message (1/day): Whisper conversation at distance.
- Read Magic (1/day): Read scrolls and spellbooks.

Arin has a youthful face and starkly white hair.

He maintains a very peaceful demeanor, and yet seems distant to most. He observes situations, as if evaluating how best to apply the strange blessings he's received. This is in stark contrast to the compassion that usually accompanies a healing gift.

Personality Profile:

Ash’s Guide to RPG Personality & Background

Primary Motivator: Discovery
Secondary Motivators: Liberation, Understanding
Emotional Disposition: Calm
Moodiness: Phlegmatic
Outlook: Pessimistic
Integrity: Conscientious
Impulsiveness: Controlled
Boldness: Cautious
Agreeableness: Agreeable
Interactivity: Reserved
Conformity: ???

Sense of Humor None
Favorite Topics of Conversation Religion, Relationships, Philosophy
Group Affiliations Pathfinder Society, Liberty's Edge faction

Religion and Spirituality

This isn't quite the life that Arin or his parents envisions for him.
He was marked for an arcane talent, and started his training early. He was always a distant child. Sometimes unable to focus on what was asked of him, and other times coming up with surprising insightful observations or solutions. To his parents and teachers he was maddeningly inconsistent. The pressure never seemed to get to him, until one day while taking a test he started to blather in an offensive, incomprehensible language. His teachers immediately recognized it as abyssal.
However they didn't know why he was speaking it, and he didn't seem to have control over it. The origin of this curse was beyond their expertise. So, his parents tried him with various divine authorities and started to piece together that he'd been touched by the gods. Which ones? Who could say. But it would seem the powers from the Beyond had very specific plans for him...

Faction Goals:

Season 9
X's are linked to relevant campaign post.

[X][ ][ ] Liberate one or more captives, hostages, or slaves during an adventure.

[ ] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least 1 day, or is explicitly cited as trafficking slaves.

[ ][ ] Convince an NPC who serves an oppressive or tyrannical leader to abandon that leader of their own free will by succeeding at a Diplomacy or Perform (oratory) check with a DC equal to 15 + your character level.

[ ] Adventure in Andoran or Galt.

[X][ ] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 + your character level.

[ ][ ] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives.

[ ] Participate in the one of the Leaders in Liberty contests on by submitting an entry or voting for an existing entry. When you do so, check this box on the Faction Journal Cards of all of your Liberty’s Edge characters.

[ ][ ][ ]/[ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

My Boons:

Infiltrator: Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.

Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.

Loyal Liberator (Liberty’s Edge faction): You helped Major Colson Maldris bury an old mistake for the cause of freedom. Colson Maldris is grateful to you for your help, and provides you with some of the wisdom he has learned over his years as an Eagle Knight. You may activate this boon to gain your choice of a +2 bonus on weapon attack and damage rolls or a +1 bonus on all spell DCs against known slavers and slave owners for the remainder of the scenario. When you use this boon, cross it off your Chronicle Sheet.

New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

Ragdya’s Blessing: Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

True Ally of the Lantern Lodge: Whenever you spend 1 PP to gain a +4 bonus on any skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6.

The Kirin’s Debt Repaid: If you have the Debt of the Kirin boon from a previous adventure, Iko Tsuneo offers to purchase back the ancient letter of credit in return for one of his organization’s treasures. Choose one item worth up to 5,500 gp . When you next purchase the chosen item, you do so at a 25% discount. When you use this boon, cross both it and the Debt of the Kirin boon of their respective Chronicle sheets.

Sky Key Core: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point.

Shrine Savior: Thanks to your efforts, the shrines of Jormurdun are better understood and cleansed of evil influence. You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet.