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User:Tealboi01/Sandbox

From The Codex
I cast... Zone of Truth!
~ Merle casting his favorite spell

Background

Merle Hitower Highchurch is a player character in The Adventure Zone: Balance campaign controlled by Clint McElroy. He is a beach dwarf cleric and former mercenary soldier with a neutral good alignment who enjoys long walks on the beach. He was formerly associated with Marthammor Duin, the dwarf god of wanderers, travelers, and outcasts; and a Disciple of Life, but it was retconned so that his allegiance is to the nature god Pan at the conclusion of the Moonlighting mini-arc. He is from a big family of the Rockseeker clan with many cousins.

Powers and Stats

Tier: 9-B physically, up to at least 9-A with magic

Name: Merle Highchurch

Origin: The Adventure Zone: Balance

Gender: Male

Age: Unknown

Classification: Dwarf, Cleric

Attack Potency: Wall level physically (Could throw a wolf off of him with just his neck muscles. Comparable to durability), up to at least Small Building level with magic (Can cast spells such as Flame Strike); some of his spells ignore conventional durability

Dimensionality: 3-D

Travel Speed: Athletic Human

Combat Speed: Massively Hypersonic (Comparable to reaction speed)

Reaction Speed: Massively Hypersonic (Can dodge lightning)

Lifting Strength: Average Human (Has a strength score of 14, meaning he can carry this much)

Striking Strength: Wall Class

Durability: Wall level (Can tank hits from himself. Could tank a blast of fire)

Stamina: High (Dwarves have high and relentless endurance)

Range: Standard Melee Range physically, Extended Melee Range with melee weapons, Extended Melee Range to Tens of Meters with most spells, Low Multiversal with Banishment (Can send someone into a different plane of existence) and Planar Ally (Can summon entities from different planes)

Powers and Abilities: Superhuman Physical Characteristics, Human Achievements (Was a mercenary seargent and became the doc reclaimer of the Bureau of Balance and the resident medic and biologist of the Red Robes), Enhanced Senses (Darkvision allows Merle to see with no light source at all, though he later loses this ability), Weapon Usage (Wields a warhammer and handaxe as his weapons of choice), Divine Protection (Merle can call upon his deity, Pan, to intervene on his behalf when the need is great), Magic, Healing (Via Healing Word, Prayer of Healing, Mass Healing Word, and Mass Cure Wounds), Necromancy (Via Spare the Dying), Transmutation (Via Meld into Stone and Stone Shape), Clairvoyance (Via Clairvoyance), Extrasensory Perception (Via Locate Object and Find Traps), Information Analysis (Via Legend Lore), Earth Manipulation (Via Thorn Whip), Light Manipulation (Via Light and Guiding Bolt), Fire Manipulation (Via Sacred Flame and Flame Strike), Air Manipulation (Via Wind Wall), Ice Manipulation (Via Ice Storm), Empathic Manipulation (Via Calm Emotions and Zone of Truth), Mind Manipulation (Via Geas), Sound Manipulation (Via Silence), Animal Manipulation (Via Insect Plague), Precognition (Via Augury), Forcefield Creation (Via Shield of Faith and Sanctuary), Summoning (Via Guardian of Faith, Spirit Guardians, Planar Ally, and Heroes' Feast), BFR (Via Banishment), Weapon Creation (Via Spiritual Weapon and Blade Barrier), Power Bestowal (Via Enhance Ability, Aid, and Protection from Poison), Power Nullification (Via Dispel Magic), Resistance to Poison Manipulation (Dwarves are resistant to poison)

Standard Equipment: Warhammer, Hand Axe, Extreme Teen Bible, Nitpicker, Scrying Bones, Ring of the Grammarian

Intelligence: Average academic intelligence (Has an intelligence score of 10, granting him this level of intelligence), Gifted streets smarts and combat intelligence (Has a wisdom score of 17 and is shown to be the most wordly of the trio, even being labeled as the smartest of the three, though he's more so wise than clever. Is skilled in many different schools of magic and while he can be forgetful of his spells and items, he eventually learns how to use each effectively in and out of combat)

Standard Tactics: Merle will initially lead with his more offensive spells and summoning.

Weaknesses: Is forgetful of his magic and items, though he grows out of this.

Notable Attacks/Techniques:

Cleric

  • Channel Divinity
    • Nature - Used mostly to hit on plants.
    • Turn Undead - Merle can present his holy symbol and speak a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
  • Destroy Undead: When an undead fails its saving throw against Merle's Turn Undead feature, the creature has the possibility of being instantly destroyed.
  • Divine Intervention: Merle can call on Pan to intervene on his behalf when the need is great. If Merle rolls a number equal to or lower than his cleric level, Pan intervenes. Griffin chooses the nature of the intervention, and the effect of any cleric spell or cleric domain spell that would be appropriate.

Spells

Explanations

Gallery

Battle Records

Notable Victories:

Notable Losses:

Inconclusive Matches:

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