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Qui-Gonn Jinn, Force Spirit Options
nerfherderpictures
Posted: Thursday, May 27, 2010 2:42:31 PM
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Joined: 10/20/2009
Posts: 175
Wat do you all think of my Qui-Gonn Jinn Force Spirit

15 points
hp-
def-
atk-
dmg-
special abilities
light spirit
speed 4

commander effect
characters in your squad with a force rating within 6 squares can spend force points one extra time per turn




countrydude82487
Posted: Friday, May 28, 2010 2:48:46 AM
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Joined: 12/26/2008
Posts: 1,233
you forgot unique, but otherwise i like it. YOu might make it within 6 though, so that it doesn't get to abusive.
Weeks
Posted: Friday, May 28, 2010 2:54:11 AM
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Joined: 7/23/2009
Posts: 1,195
Its in a faction with mas anyway, do you want GOWK and Flobi to reroll SSM saves an extra time? cause that what you will get.
cicrush13
Posted: Friday, May 28, 2010 3:59:18 AM
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Joined: 3/15/2009
Posts: 909
Location: Michigan
I like it, possibly use light spirit to include the ability of the 1 character to learn force spirit 4
Roque Saber
Posted: Friday, May 28, 2010 7:58:27 AM
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Joined: 4/14/2008
Posts: 304
Very undercosted. That basically gives MotF +1 to allies with a force rating. In the Republic especially, that's a very abusable ability. Either crank that cost up, restrict the CE, or change it entirely.
creme_brule
Posted: Friday, May 28, 2010 8:12:13 AM
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Joined: 12/31/2009
Posts: 1,701
countrydude82487 wrote:
you forgot unique, but otherwise i like it. YOu might make it within 6 though, so that it doesn't get to abusive.


well, it still will...don't forget mas ammeda...;)

as for stat-wise, that is a potential game breaker. repub's already have tarpals, so...

if you use them together the possibilities are...unlimited. *shudder*...its a graet concept , just a bit undercosted...
nerfherderpictures
Posted: Sunday, May 30, 2010 12:27:18 PM
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Joined: 10/20/2009
Posts: 175
i fixed the ce
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