Cole Merson

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When his father, an Obsidian Bay fisherman, was killed by a particularly deadly monstrous jellyfish, Cole Merson decided to dedicate his entire life to understanding and preventing such deaths.

When his father, an Obsidian Bay fisherman, was killed by a particularly deadly monstrous jellyfish, Cole Merson (Hum Clr 5/Exp 3) decided to dedicate his entire life to understanding and preventing such deaths.

He became a devote of Pelor and used the church’s extensive knowledge of the healing arts to achieve a deep understanding of poisons and their antidotes. He retains a particular interest in aquatic-based poisons and toxins, and is easily Obsidian Bay’s leading expert on the subject.

Organizations

  • Church of Pelor, Obsidian Bay: The light of Pelor has long fallen on the uplifted faces of Obsidian Bay’s teeming masses, providing solace for the down-trodden masses, consul for the rich and powerful, and support for the adventurous and militant.

Stat Block

Cole Merson: Male Human Clr5/Exp3; Medium Humanoid; CR 8; HD 3d6+5d8+8; hp 39; Init +0; Spd 20 ft/x4; AC 19 (+7 armor, +2 shield), touch 10, flat-footed 19; Base Atk/Grapple +5/+5; Full Atk +6 One-handed (1d6+1;20/x2, +1 Light Mace); AL NG; SV Fort +6, Ref +2, Will +10; Str 10(+0), Dex 10(+0), Con 13(+1), Int 15(+2), Wis 16(+3), Cha 13(+1); Skills: Concentration +7, Craft (poison-making) +16, Craft (alchemy) +11, Diplomacy +3, Heal +17, Knowledge (arcana) +5, Knowledge (history) +6, Knowledge (nature) +5, Knowledge (religion) +4, Knowledge (the planes) +3, Knowledge (poison) +7, Knowledge (aquatics) +6, Profession (sailor) +5, Spellcraft +3, Survival +6. Feats: Skill Focus(Craft (poison-making), Heal), Brew Potion, Craft Wand; Equipment: Light Mace +1, Chainmail +2, Buckler +1, Wand of Cure Light Wounds (CL 1; Charges 23)

Typical Spells Memorized: Zeroth Level (5): Detect Poison (x2), Resistance (x3), Cure Minor Wounds, First Level (4+1): Bless, Bless Water, Comprehend Languages, Cure Light Wounds* , Remove Fear; Second Level (3+1): Cure Moderate Wounds*, Delay Poison, Lesser Restoration, Remove Paralysis; Third Level (2+1): Cure Serious Wounds*, Remove Blindness/Deafness, Remove Curse

* Domain Spell