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Post by Sharrakor on Mar 9, 2009 3:43:48 GMT -5
Darth Sidious, Architect of Demise (53) HP: 130 Def: 19 Atk: +10 Dmg: 20
Special Abilities Unique (Counts as Emperor Palpatine) Melee Attack Deceptive Betrayal Immediate Guard Reserves 30 (If you roll exactly 6, 12, 16, or 18 for initiative, you can add up 30 points of Imperial characters whose name contains Royal Guard, Senate Guard or Shadow Guard to your squad, adjacent to this character, immediately before your first activation of the round)
Force Powers Force 2 Force Renewal 2 Force Lightning 4 Force Grasp 4 (Force 4, replaces attacks: 40 Damage to one character within 4 squares; save 11. Move the target to any unoccupied square within 4 squares. This move does not provoke attacks of opportunity) Pawn of the Dark Side
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Post by bountyhunter9 on Apr 11, 2009 10:32:22 GMT -5
This is an interesting concept. Why Lightsaber +20? Why not just give him 20 damage and Melee Attack? Is there a difference? It's not much of a problem, but I was just wondering.
Immediate Guard Reserves is a good addition.
Is Force renewal 2 too powerful? I don't think so but we might need another opinion.
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Post by Jm419 on Apr 11, 2009 17:00:15 GMT -5
Is he Emperor Palpatine or Darth Sidious? The name of the thread is different than the name of the character.
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Post by Sharrakor on Apr 11, 2009 19:25:50 GMT -5
One major difference between Base 20 Damage with Melee and Lightsaber +20, is that the former can be blocked/parried, but the later can only be deflected.
It was also me toying around with possibilities.
Oh, and he's meant to be Sidious. Fixed now, anyway.
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Post by bountyhunter9 on Apr 13, 2009 9:31:55 GMT -5
I see now. That makes sense. It's nice to see something different. He looks pretty good. FR 2 doesn't look like too much of a problem, as his lightsaber skills are below-average for a 50-point character and Grasp/Lightning make him dangerous.
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Post by Sharrakor on Apr 13, 2009 19:15:29 GMT -5
One thing I feel I should point out is that due Darth Vader, Sith Master's Subordinancy SA, Palpy's PotDS affects him. Is that combination broken?
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Post by bountyhunter9 on Apr 13, 2009 19:26:21 GMT -5
It may be with Vader's Triple Attack and Ambush (and Triple Attack and Deceptive).
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Post by Sharrakor on Apr 13, 2009 19:54:29 GMT -5
Ok, well, I'll remove Subordinancy from Vader.
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Post by Roque Saber on Apr 13, 2009 20:42:42 GMT -5
Your Lightsaber 20 useage is interesting, but not very practical. If he has non-melee damage, then Lightsaber is appliable, otherwise there is not much point to it. Also, because he has Deceptive, he can legally shoot an activated target for 10 damage. Did Palps secretly carry a gun? For all the Force Grasps in general, I think they should just be range 6 along with it being an auto hit. Spending 4 force to hit someone for 40 damage (Force Push 4 is 40 auto damage, along with being rangeless; Force Lightning 4 does 50 auto damage and actiavtes 75% of the time) isn't usable in competitive play. Also, for the Immediate Reserves, you could just say Imperials with Guard in their name.
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Post by Sharrakor on Apr 13, 2009 23:23:32 GMT -5
On the point of Force Grasp: yes, while it's true that Force Push 4 and Lightning 4 have unpreventable damage, the damage inflicted by Grasp isn't the point to it - it is its secondary ability (the ability to move any character around) that is.
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Post by Roque Saber on Apr 14, 2009 10:28:02 GMT -5
True, but is it really that useful to be able to inflict 40 damage on an ally just to move him? I think if that's what you're going for, give him Levitate. Levitate can move allies, and Force Grasp will move, and damage, enemies.
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Post by Sharrakor on Apr 14, 2009 19:51:59 GMT -5
Grasp can move both enemies and allies, which is what it has over Push and Levitate.
If I remove the save on the damage, then it can no longer be used on allies (effectively).
If I remove the damage altogether, then it also loses a bit of its 'bang' when targetting enemies.
If I replace it with Levitate, then it can't move enemies around.
Grasp strikes a nice balance between all the points it could (and frankly, should) do.
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Post by Roque Saber on Apr 20, 2009 13:35:07 GMT -5
That's what Levitation is for.
Keep the damage, flinging them around the room should hurt.
That's why you have grasp and levitate.
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Post by Sharrakor on Apr 20, 2009 16:51:25 GMT -5
Why would I want both Grasp and Levitate? He's got enough as is.
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Post by Roque Saber on Apr 20, 2009 17:43:53 GMT -5
I'm saying if you want both functions (moving allies and enemies) then make him have both. Grasp should have the auto damage, it's use is against enemies. Levitate is used for allies.
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