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Is a one-man wrecking crew.

Hit Points: 120
Defense: 21
Attack: 0
Damage: 0
Rarity: Rare
Base: Medium
Gender: Male
Creator: Naarkon
Created: 4/11/2017

Special Abilities

  • Unique
  • Melee Attack (Can attack only adjacent enemies)
  • Absolute Devotion (Whenever this character would take damage, he may attempt a save of 6. On a success, a living ally within 6 squares may take the damage instead.)

Force Powers

  • Force 2
  • Force Renewal 3 (This character gets 3 Force points each time he activates)
  • Burst Lightning (Force 1, usable only on this character's turn: range 6; 10 damage)
  • Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
  • Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
  • Master Illusion (Force 2: When hit by an attack, this character takes no damage unless the attacker makes a save of 16)
  • Recovery 20 (Force 1, replaces turn: Remove 20 damage from this character)

Commander Effect

Allied characters named Emperor's Hand gain Enforcer 10 (This character gets +10 Damage while an ally at full health whose name contains Palpatine is within 6 squares) and Lightsaber Assault.

Average Rating: 9.00 (1)
Jargon Madjin
4/12/2017 2:29:25 AM

On his first activation he can use Burst Lightning 5 times and still make an attack, lol nice job. Burst Lightning doesn't replace attacks, it can be used as many times as you like as long as it's your turn and you have enough Force points, stack up more Force points and he'll be dealing tons of damage
saber1
4/12/2017 2:51:09 AM

He is still limited to number of uses of FPs per turn, though. Without Master of the Force X, he's limited to one expenditure per turn.
Jargon Madjin
4/12/2017 3:08:45 AM

Yeah, as long as you have the FPs, giving him Mastery would have been a bit much, lol
donnyrides
4/12/2017 1:03:24 PM

Emperor's Hand needs help and this gives it to them. Since this character doesn't have an attack or damage value or an ability that replaces attacks, Burst Lightning doesn't do much without MotF2. I guess you could move 12 then use it. Is that what you had in mind instead of something like force lightning 1? I also think for a character as powerful as Palps, a force power like Recovery is beneath him. Maybe make a new FP that removes self damage but doesn't replace turn. As one of the most powerful sithlords ever, he's earned some special treatment. =)
CorellianComedian
4/12/2017 6:22:46 PM

Wow! Nice piece! I would definitely add Master of the Force 2, or even 3. Recovery is a nice touch, but I would boost it to Recovery 60 or Master Recovery - he's got the Force for it. Recovery 20 won't be used all that often, I think.
General_Grievous
4/13/2017 4:24:30 AM

Great job but echoing MOTF 2-3, and master recovery
saber1
4/13/2017 4:31:11 AM

The combo of Master Illusion and Absolute Devotion is a very interesting and powerful means of damage mitigation. I'm almost wondering if any level of Recovery is necessary. Great CE!
jen'ari
4/13/2017 5:46:24 AM

I'd give him MoF 2 i would add recovery 40 and drop Master Illusion
Naarkon
4/13/2017 4:42:56 PM

I wasn't really sure about recovery at any level. It doesn't seem to fit the character, but without it you are just hoping that you can keep him undamaged and then the hands lose the damage once he is. The alternative was to pump up the damage avoidance and mitigation, but then he gets super frustrating. I ended up with a sort of compromise.
Kamikaze13
4/13/2017 5:12:35 PM

I think MotF2 would be fine on him. And I'm not sure if a better Recovery would be a good idea with what he already has. Also Hand of the Emperor doesn't work with this character right now. Nice piece, and the help for the Emperor's Hands is great!
SithBot
4/14/2017 3:20:22 AM

Jen'ari has it half right, give him MoF2 and keep Master illusion and drop recovery
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