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Post by nerfherderpictures on Jun 8, 2010 23:01:02 GMT -5
Qui-Gonn Jinn, Force Spirit Republic Faction 14 points HP -- ATK-- DEF-- DMG-- Special Abilities Light Spirit (Ignores characters and terrain. Cannot open doors. Cannot attack or be damaged, and does not count as a legal target, the nearest enemy, or adjacent. Not subject to commander effects. Does not provide cover. At the start of the skirmish, choose a Unique allied character with a Force rating. That ally gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if the chosen ally is defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
Light Tutor (At the start of the skirmish, choose a Republic follower. If that follower does not have a Force rating, it gains Force 1 and can spend this Force point normally; it is considered to have a Force rating for the rest of the skirmish. If that follower already has a Force rating, it gains 1 Force point.)
A Master's Final Teachings (Choose 1 Unique character in your squad with a force rating at the beginning of the skirmish, that character gains Force Spirit 3 (If this character is defeated, immediately add 3 Force points to an ally with a Force rating; that ally can spend Force points 1 extra time per turn for the rest of the skirmish))
Speed 4
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Post by bountyhunter9 on Jun 23, 2010 22:52:27 GMT -5
Sorry nerf, I didn't see your post until now, but let me be the first to welcome you to our site!
On the subject of the stats, this is a very interesting piece. The three special abilities could combine to make even the lowliest Republic non-Force user a decent combatant, and they could make a number of more powerful characters even more deadly (for example, CS Mace Windu). Nothing wrong with that, but you'll need to playest it with a variety of characters to determine if it is gamebreaking, especially in the deep Republic faction.
A Master's Final Teachings is an interesting and very accurate ability, but I think the choice of the number of FPs granted could be changed. All the Force Spirits we have from WotC (which give 4, 6, or 8 FPs), feature even numbers. Because it only affects one character, I think you could change AMFT to grant Force Spirit 4 instead of three.
That said, I think the cost may be a bit low for what he can do, especially considering the Republic's strengths and that the faction has not had access to a Light Spirit from WotC. I'd say about 16 would be a more accurate cost (assuming you change AMFT to grant Force Spirit 4 rather than FS 3).
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