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Sith Sith Armorer 20  
Hit Points: 80
Defense: 15
Attack: 9
Damage: 20
Rarity: Uncommon
Base: Medium
Gender: Male
Creator: Rex_Moonwielder_1995
Created: 2/9/2016
Updated: 2/25/2016
Sets: My Sequel to Wizards of the Coast

Special Abilities

  • Melee Attack (Can attack only adjacent enemies)
  • Double Attack (On his turn, this character can make 1 extra attack instead of moving)
  • Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent)
  • Dark Armor (Whenever this character takes damage, he reduces the damage dealt by 10 with a save of 11. Attacks with lightsabers ignore this special ability.)
  • Alchemist (Allied characters with a Force rating gain Dark Armor. An allied character who already has Dark Armor gains Greater Dark Armor (same as Dark Armor, but attacks with lightsabers do not ignore it))

Force Powers

  • Force 4
  • Sith Alchemy 2 (Force 2, replaces attacks: Target living medium or small enemy with 20 Hit Points or less remaining within 6 squares is defeated. You can immediately add a character named Rakghoul to your squad. The new character sets up in the square that enemy formerly occupied.)

The ability to craft both deadly Sith lightsabers and war-blades and also imposing suits of Dark Armor requires a gentle (and sinister) touch.

Average Rating: 6.00 (3)
Creator's Rating: 10/10
CorellianComedian
2/22/2016 10:40:41 PM

Hmm... lacking Force Points?
Rex_Moonwielder_1995
2/24/2016 6:31:08 AM

^Whoops. Better fix that.
jen'ari
2/24/2016 11:41:04 AM

your tech pieces are proving to be way too powerful. not only are the tech parts too powerful, the pieces without the tech are very powerful. a 17 point piece with dark armor, 80 hp, 20 defense, 12 attack, 20 damage and capable of doing 80!!!! from 2 squares away no less! utter incredible. I am going to sup commenting on your pieces if they are all too powerful like this. I give this piece a 3 because of its absurd power
Rex_Moonwielder_1995
2/24/2016 5:06:31 PM

^They're supposed to be good though. Especially for a faction that had so little support Pre-V Set it was straight up unplayable. There's also nothing stopping me from editing them if I so choose, so I don't think you need to react as you do.
Rex_Moonwielder_1995
2/24/2016 5:08:06 PM

See? Already dumbed him down a bit. He costs a point more, and his attack and defense have each taken a hit. Will probably lose Mighty Swing as well.
jen'ari
2/24/2016 6:22:30 PM

I think that if you want to be taken semi seriously with your designs you should stay them out not absurdly over powered. this piece is still absurd. I am not saying this to insult you I am saying this because I love custom characters and love posting my thoughts on custom characters, but I don't like having to "fix" and prove my position that these designs are ridiculously powerful
jen'ari
2/24/2016 6:22:53 PM

I guess what I am saying is that I want to continue enjoying your designs, but recently I can't
Rex_Moonwielder_1995
2/25/2016 7:56:42 PM (Updated: 2/25/2016 7:58:15 PM)

He might be more cost appropriate without Mighty Swing. I wanted Melee Reach because he's supposed to have a polearm weapon.
General_Grievous
2/29/2016 4:40:05 AM

Perhaps a more balanced way would be to go vondum crab style and allow him to choose one character to give dark armor too. You have to remember that Sith can get access to crab armor 6 fairly easily and with that and this guy you could have jenessai defender with triple armor or other pieces with double armor. Maybe rival for Vergere or non-Sith pieces and only giving it to either non-uniques or one unique. Another thing to consider is Krayt with this guy has double armor too. But I like where your heads at with this build just needs tweaking
Rex_Moonwielder_1995
2/29/2016 11:28:49 PM

^Fair enough. But consider that these pieces are part of my imaginary WOTC sequel. They're meant to be more compatible with WOTC pieces than V-Set pieces, and to my knowledge, no WOTC piece can give armor to a Sith.
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