Special Abilities
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Unique
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Light Master (At the start of the skirmish, choose a Unique allied character. That character may spend this character's Force points as if they were its own.)
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Light Spirit 3 (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 up to 3 Unique allied characters with a Force rating. Those allies gains Force Renewal 1 and Mettle while within 4 squares of this character. This character is defeated if all chosen allies are defeated. An enemy within 6 squares can spend 1 Force point to defeat this character; save 11. This effect replaces that enemy's attacks.)
Force Powers
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Force 6
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Force Renewal 3 (This character gets 3 Force points each time he activates)
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Master of the Force 3 (May spend Force points up to 3 times in a single turn)
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Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)
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Force Defense (Force 3: Cancel a Force power used by a character within 6 squares)
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Force Valor (Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Followers within 6 squares get +2 Attack and +2 Defense)
Commander Effect
This character can count distance from itself as well as from Unique allies with a force rating for the purpose of force powers
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