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Post by Dendrite on Mar 7, 2010 18:16:38 GMT -5
TholmeCost: Faction: Republic Hit Points: 100 Defense: 19 Attack: 10 Damage: 20 UniqueMelee Attack, Double AttackAvoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated) Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies.) Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Force 5; Master of the Force 2Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack) Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11) Commander Effect:Allies with a Force rating with Stealth gain Cloaked. Once per round, after initiative is determined, 1 ally with Cloaked can immediately move up to its Speed before any other character activates. I'm still leaning towards this build
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Post by bountyhunter9 on Mar 7, 2010 18:54:26 GMT -5
TholmeCost: Faction: Republic Hit Points: 100 Defense: 19 Attack: 10 Damage: 20 UniqueMelee Attack, Double AttackAvoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated) Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies.) Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Force 5; Master of the Force 2Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack) Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11) Commander Effect:Allies with a Force rating with Stealth gain Cloaked. Once per round, after initiative is determined, 1 ally with Cloaked can immediately move up to its Speed before any other character activates. I'm still leaning towards this build I like this one as well. Although this may have already been answered, why MotF2? Sure, throwing out two mind tricks a turn would be fun, but is it really necessary?
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Post by Dendrite on Mar 7, 2010 21:31:14 GMT -5
I think MOTF is a good addition...he is a master and especially good at mind tricking people, so it seems appropriate. Other than that, it doesn't make for any devastating combos, so I don't see why not.
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Post by gwek on Mar 7, 2010 23:11:28 GMT -5
MotF is sort of a mechanical effort to capture the unique flavor of Tholme. On the one hand, he's incredibly tricky and can stand against highly skilled lightsaber duelists like Dooku. On the other hand, he ends the vast majority of his fights by running away...
MotF, I think, helps him be very effective in the short term, but once he runs out of tricks, he's really out of tricks!
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Post by surfrider56 on Mar 8, 2010 0:37:48 GMT -5
I'm still not really convinced about the CE. I went back (for a change )and read the CE argument. I also saw a Cloaked/Loner/Disruptive discussion that was never really resolved (that I noticed) and personally I'd rather go with the Cloaked/Loner/Disruptive over a CE. Tholme with a CE (however niche) just doesn't sound right to me.
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Post by bountyhunter9 on Mar 8, 2010 17:50:10 GMT -5
MotF is sort of a mechanical effort to capture the unique flavor of Tholme. On the one hand, he's incredibly tricky and can stand against highly skilled lightsaber duelists like Dooku. On the other hand, he ends the vast majority of his fights by running away... MotF, I think, helps him be very effective in the short term, but once he runs out of tricks, he's really out of tricks! Lol. That's a good way of putting it. I remember there being a discussion about Tholme having a Disruptive/Cloaked/Surprise Move combination. I think this would make Tholme very interesting and unique, even more so than a niche CE would. As for Loner, well it would fit, but it's more fluff than anything. I could go either way on the CE, though.
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Post by Roque Saber on Mar 9, 2010 17:10:21 GMT -5
I'm also still for Disruptive instead of a CE. If GWEk has to spend pages and pages to explain how the CE fits the character and a specific niche in the faction, I really don't think the players who will be using the stats will understand why he has one. Disruptive, on the other hand, fits the character, is useful to the faction, and makes sense.
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Post by gwek on Mar 9, 2010 22:07:13 GMT -5
I didn't have to spend pages and pages explaining it--it took you guys pages and pages to understand it.
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Post by surfrider56 on Mar 9, 2010 23:40:14 GMT -5
I didn't have to spend pages and pages explaining it--it took you guys pages and pages to understand it. Worse ... if it took that long for you to get Us to understand, how will someone unfamiliar understand the card and its potential.
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Post by Roque Saber on Mar 10, 2010 16:28:24 GMT -5
I didn't have to spend pages and pages explaining it--it took you guys pages and pages to understand it. Lol, same point.
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Post by Dendrite on Mar 10, 2010 22:50:40 GMT -5
With a boardwide niche CE, he is less eligible for other CEs, so in a way it creates a loner feel for him further.
I can see tacking on Disruptive or Loner to what he has now anyway...both are abilities the Republic doesn't have and would be nice additions if seen fit.
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Post by surfrider56 on Mar 11, 2010 18:49:40 GMT -5
It seems more people are leaning towards losing the CE, if I'm not mistaken; does that mean we look at the combo Disruptive/Cloaked/Surprise Move a little harder?
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Post by Roque Saber on Mar 12, 2010 2:10:29 GMT -5
Well, I think he'll end up with Cloaked either way. Disruptive is a solid choice, and Surprise Move is a great complement to it. ------------------------------------- Tholme Faction: Republic Hit Points: 100 Defense: 19 Attack: 10 Damage: 20
Unique Melee Attack, Double Attack Avoid Defeat (Whenever this character would be defeated, make 2 saves, each needing 11; if both succeed, this character has 10 Hit Points instead of being defeated) Cloaked (If this character has cover, he cannot be targeted by nonadjacent enemies.) Cunning Attack (+4 Attack and +10 Damage against an enemy who has not activated this round) Disruptive
Force 5; Master of the Force 2 Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack) Jedi Mind Trick (Force 1, usable only on this character's turn: range 2; target living enemy is considered activated this round and cannot make attacks of opportunity this turn; save 11) Surprise Move
As he is, I would put him in mid to high 30's, but no higher. He seems reminiscent of Quinlan, Infiltrator. He's got a couple tricks, but he can't sustain them for very long.
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Post by gwek on Mar 15, 2010 9:45:48 GMT -5
I still prefer my version, but will wait to see what other folk think.
This post is mostly to bump Tholme about the recently-locked threads. I can't believe we're down to just 3! I'm not surprised that Celeste Morne is one of them, and Joruus isn't too big a shock either... But Tholme? Would not have picked him for one of the last three.
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Post by Roque Saber on Mar 15, 2010 10:22:27 GMT -5
Ah, there were more interesting characters to pursue at the time...
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