Demon Slayer

Dalir Merula's page

31 posts. Organized Play character for Iff.


Full Name

Dalir Merula

Race

| HP: 10/10 | AC: 15 (13 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +2, R: +5, W: +1 | Init: +8 | Perc: +3

Classes/Levels

| Speed 30ft | Spells: 1st 2/2. Panache: 2/3. Performance: 8/10. | Active conditions: none.

Gender

Male LG Ifrit Bard 1

Age

71

Alignment

Lawful Good

Deity

Sarenrae

Location

Absalom

Languages

Common, Kelish, Ignan

Strength 10
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 8
Charisma 16

About Dalir Merula

Background:

Dalir Merula is the somewhat unfortunate offspring of a young Taldan noblewoman who entered the deserts of Qadira and was seduced by the scion on an efreeti. Upon returning, she found out she was pregnant and was subsequently disowned by her family. The boy, characterized by copper skin, a fierce temper and blazing red hair grew up in squalor with his mother, facing prejudice from stubborn Taldans who could not forget the old war. They moved to Oppara, where Dalir earned some money in the opera. His exotic appearance meant that he was often cast as an ‘extra’ in stories proclaiming the grandeur of Taldor. He learned to defend himself on the streets, beating challenges from hot-head youths who wanted to relive the old war stories and saw an easy target in him. All in all, Dalir grew up with little love for the country, but what could have turned to hatred was tempered by the lessons of his mother, who had not forgotten the lessons that had come with her previous station.

Long-lived as Ifrit are, Dalir eventually had to bury his mother, leaving his without any ties in the world. He traveled, first to Qadira to find his roots. He was fascinated by the dance of the dervishes, even going so far as to study the faith of the Dawnflower. Her focus on redemption did not really resonate with him, but the trappings of the faith felt like something that should belong to him. He converted to being a Sarenite.

Eventually, he felt restless in Qadira, feeling like he did not belong there, as well. He traveled further and further, seeking a place to belong and somewhere to prove himself. Like so many outsiders, he eventually found his way into the Pathfinder Society.

Personality and appearance:

Dalir is a long and slender man, with the athletic body of one who has spent his entire life dancing. His efreeti heritage shows in copper skin, blazing red hair that he wears straight at shoulder-length, and strong hazel eyes. The Sarenite’s Taldan origin shows somewhat in his style of dress: he prefers well-cut brown trousers, a white shirt with a modest amount of lace and a short jacket in dark red. He’s rarely seen without a necklace of golden chains, and his scimitar, perfectly balanced and with a bronze-colored hilt worked with Sarenrae’s angelilc ankh. Finally, Dalir has attracted the attention of a red tabby cat since a while, who follows him around anywhere. The cat will be upgraded to a familiar at level 2, with my first level in Chosen One paladin.

The ifrit’s personality is a strange blend of traits that seem contradictory, at first. He is a man of action foremost, restless when he sits still and preferred to be moving, to be doing something. At the same time, he is taught to think about what he does, either in advance or in reflection. His tough life on the streets have taught him the value of showing strength, of a quick fist or blade when words won’t do. However, that is always tempered by his mother’s lessons, who imparted on him the value of honor, of dealing fairly. As an additional layer to this come the teachings of Sarenrae. Honesty and swift justice come easy to him, but he struggles with patience and compassion, with offering the chance of redemption to any enemy that could be redeemed.

Dalir Merula
Ifrit Bard (Dawnflower Dervish) 1
LG Medium Humanoid (Human) / Outsider (Native)
Initiative +8; Senses Darkvision 60 ft.; Perception +3

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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +1
Defensive Abilities Dodging panache (immediate action, spend 1 panache point to move 5 feet during an attack. Gain +3 AC for that attack. Provokes AoO’s, except from attacker).

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OFFENSE
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Speed 30 ft.
Melee MW Scimitar +5 (1d6+3, 18-20/x2)
Ranged Sling +4 (1d4, 20/x2)
Special Attacks -

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STATISTICS
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Strength 10 (+0), Dexterity 17 (+3), Constitution 14 (+2), Intelligence 13 (+1), Wisdom 8 (-1), Charisma 16 (+3)
Base Atk +1; CMB +1; CMD 14
Feats 1: Amateur Swashbuckler (Start with 1 panache point daily, max 3. Use for Dodging panache), 1B: Dervish Dance.
Skills 7 Skills points per level (6 + 1 Int)

Climb +4 1 rank, 3 class skill
Diplomacy +7 1 rank, 3 Cha, 3 class skill
Intimidate +4 1 rank, 3 Cha, 3 class skill
Linguistics +5 1 rank, 1 Int, 3 class skill
Perception +3 1 rank, -1 Wis, 3 class skill
Perform (Dance) +7 1 rank, 3 Cha, 3 class skill
Sense motive +0 1 trait, -1 Wis
Stealth +7 1 rank, 3 Dex, 3 class skill

Traits Maestro of the Society (3 additional rounds of bardic performance), Narrows Survivor (+1 to Initiative and Sense Motive)
Languages Common, Kelish, Ignan
SQ Racial: Darkvision 60 ft., Spell-like ability (Burning hands, 1/day, caster level is character level, DC 11+Cha), Wildfire heart (+4 racial bonus on Initiative), Hypnotic (Add +1 to the DC of any savings throws against fascination. Once per day, force a creature to reroll such a saving throw), Mostly human (count as both Humanoid and native outsider).
SQ Class: Bardic performance (10 rounds/day). Countersong, Distraction, Fascinate (1 creature, DC 14), Inspire courage (as Battle Dance, see below), Proficient with Scimitar, Must worship Sarenrae, Battle Dance (as Bardic performance for Inspire courage, but only benefits myself. Only when wearing light or not armor. Start as move action, gain double numeric bonuses: +2 competence to attack rolls and +2 to morale against charm/fear), Spells.

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BARDSPELLS - caster level 1
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0th level unlimited/day, DC 13. Spells known:
- Detect Magic
- Light
- Prestidigitation
- Spark

1st level 2/day, DC 14. Spells known:
- Liberating command
- Saving Finale

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EQUIPMENT
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Weapons MW cold iron Scimitar, Dagger, sling and 10 bullets
Armor Leather armor, Traveler's outfit, Silver holy symbol of Sarenrae
Slotted Items -
Wands, Rods, Etc Wand of Cure Light Wounds (50 charges) in spring-loaded wrist sheath
MW Backpack Potion of CLW, Acid, Alchemist fire (2), Holy water, Flint and steel, ink, inkpen, journal, mirror, rope, soap, torch (1), trail rations (3), waterskin
Scrolls (in backpack) Comprehend languages, Remove fear
Belt Pouch 13 gp, 3 sp
Mount
Other Red tabby cat (“Tabbou”)

Pathfinder history and currencies:

XP: 1
Fame: 2
Prestige: 0

Bought:
Wand of CLW (2 PP)
MW Scimitar (315 gp

Chronicles:
1: #3-01 The Frostfur captives (GM credit)

Boons:
-

Faction card progress (season 8)
(1/5) Serve as GM