2008-07-07, 06:09 PM
Re: Adapt A Creature
Human Commoner 5
Medium Humanoid (human, psionic)
Hit Dice: 5d4+40 (52 hp)
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 dex), touch 9, flat-footed 9
Base Attack/Grapple: +2/+11
Attack: Unarmed strike (1d3+5)
Full Attack: Unarmed strike (1d3+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ill command, psi-like abilities
Special Qualities: Cursed with life, great empathy, strapping, takin' it back
Saves: Fort +9, Ref +0, Will +6
Abilities: Str 20, Dex 9, Con 26, Int 6, Wis 17, Cha 13
Skills: Heal +12
Feats: Endurance, Improved Grapple(B), Improved Unarmed Strike, Iron Will
Challenge Rating: 4
Alignment: Neutral Good
John Coffey is a great, strapping man over six and a half feet tall and several hundred pounds. He is naturally bald and hairless and horrible scars mar his dark skin in places. His mournful, blood-shot eyes continuously leak tears as if from silent sobs. He is dressed in a shirt and overalls several sizes too small, exposing his barrel chest and rising halfway up his calves. He stands barefoot, his feet gnarled and calloused.
John Coffey's origins are an enigma. He himself cannot remember from where he hailed, but as his mind is as simple as a child's and even more prone to forgetfulness, this is not surprising. His is a gentle, confused soul that knows all the world's suffering, but retains an innocence despite it.
John is almost unknown to fight, instead running from those that would harm him. Those that he senses of particular vileness however he remains watchful, and is capable of infecting with self-destructive impulses.
Cursed With Life (Su): Once per day, if he wishes, John can sacrifice 1 point of his constitution with a touch to give another permanently. Those that receive this point gain a +6 bonus to saves against disease and poison. As well, after this point they age only half again as fast as they did before.
Great Empathy (Ps): John continuously senses the emotions around him as the Empathy power, though it's range extends to 1,000 feet. He need not see those emoting to sense their emotions, but also cannot pinpoint their exact location until within 5 feet.
He also continuously senses strong emotions left behind as the Sensitivity to Psychic Impressions power, manifester level 5th. He may even sense highly emotional scenes off of people, such as those they have loved, hated, or even killed. He must touch them to sense impressions off living creatures.
Ill Command (Su): If John has successfully grappled his victim he may attempt to infect them with any disease he has taken inside himself. His opponent must make a save at the original DC or gain the illness.
John can choose infect the victim's mind with a command to perform a single deed as he is transmitting the disease, the command lasting as long as they remain infected or until they carry out the command, whichever comes first. This acts as the Dominate spell, except they can be commanded to perform a deed they would not otherwise do.
Once John has released the disease he is no longer infected and any ability damage or drain is healed.
Psi-like Abilities: Manifest level 5th.
At will - Read Thoughts.
Strapping (Ex): John is immune to non-supernatural poisons and disease.
Takin' It Back (Su): John may heal any wound with a touch, at a rate of 1d4 hit points per round as long as he is in contact. He may also heal any non-supernatural disease and any ability damage sustained from it as a full-round action. Once John has healed another he must spend a full-round action to release the pain and hurt he has swallowed, which takes the form of a regurgitated swarm of fly-like creatures that quickly fade into nothingness.
John can only hold one person's hurt at a time and cannot heal again until he has released the hurt. He may keep within him a disease he has taken for as long as he wishes, though automatically contract it himself. This bypasses his normal immunity to disease.
Last edited by The Vorpal Tribble; 2008-07-07 at 06:12 PM.