John Coffey, Who Walked the Green Mile

Level

KXP

Spells
123 456 789

1

0

1-- --- ---

2

4

2-- --- ---

3

8

21- --- ---

4

16

32- --- ---

5

32

321 --- ---

6

64

332 --- ---

7

128

432 1-- ---

8

256

433 2-- ---

9

512

443 21- ---

10

1000

443 32- ---

11

1300

444 321 ---

12

1600

444 332 ---

13

1900

444 432 1--

14

2200

444 433 2--

15

2500

444 443 21-

16

2800

444 443 32-

17

3100

444 444 321

18

3400

444 444 332

19

3700

444 444 433

20

4000

444 444 444

21

4300

544 444 444

22

4600

554 444 444

23

4900

555 444 444

24

5200

555 544 444

25

5500

555 554 444

26

5800

555 555 444

27

6100

555 555 544

28

6400

555 555 554

29

6700

555 555 555

30

7000

655 555 555

31

7300

665 555 555

32

7600

666 555 555

33

7900

666 655 555

34

8200

666 665 555

35

8500

666 666 555

36

8800

666 666 655

Race Adjustments:

 

Str

Dex

Con

Int

Wis

Chr

Cml

AT

hp

TH

Div

+5

+0

+0

-5

+5

+0

+0

+0

+10

+0

÷1

 

Requisites:

Str 20, Wis 18,

 

Class Slots 2, Race Slots 1

Alignment:

NG (overwrite)

HD/level:

2d8

Feats:

2+level/2

To Hit Table:

War

Saves:

Priest

Groups:

Priest, Warrior, Archetype

Complexity:

CF=3

 

"I'm tired, boss. Tired of being on the road, lonely as a sparrow in the rain. I'm tired of never having a buddy to be with, to tell me where we's going to, coming from or why. Mostly, I'm tired of people being ugly to each other. I'm tired of all the pain I feel and hear in the world every day."

Counts as Human with 3 for 2 trading.

Knows Priest spells. Double specialized in Healing sphere. Wis bonus to progression.

All healing spells you cast are range touch regardless of what they say. You have +LVL spell comprehensibility with healing spells (vs twilighting).

Level 1: Mouth's P action, 1 touch attack that hits, 1/reset: Transfer a SEL=LVL or less status effect to or from the attacked target.

Level 2: 1M, one willing ally: Share Pain (each takes half of the other's damage).

Level 3: 1F, one touched ally: Increase life span by 5*CL%.

Classic Healing Spells:

 

Cure/Cause Light Wounds (SL=1): Cure 2d8+L (choose 1 die)

Cure/Cause Moderate Wounds (SL=2): Cure 4d8+L (choose 2 dice) (or) 12+L hp

Cure/Cause Blindness or Deafness (SL=3): Cures Blindness or Deafness

Cure/Cause Disease (SL=3): Cures Disease effect, (reverse causes that many, save)

Cure/Cause Serious Wounds (SL=3): Cure 3d8+CL damage, reverse has save

Cure/Cause Critical Wounds (SL=4): Cure 4d8+CL damage, reverse has save

Neutralize Poison/Poison (SL=4): Cure 1 poison effect (reverse causes that many, save)

Restoration (SL=4): Restores level and ability score drains.

Death Ward (SL=5): Grants immunity to all death spells and effects.

Heal/Harm (SL=6): Cures all damage, diseases, and mental conditions.

Regenerate/Wither (SL=7): Subject's severed limbs grow back.

Resurrection (SL=7): Fully restore dead subject. Remains are needed.

Restoration, Greater (SL=7): Removes all lost levels. Restores ability score drains.

True Resurrection (SL=9): As resurrection, plus remains aren't needed.