Tirade wrote:
Nice looking miniature! I want one! Seriously, that is a very accurate looking representation of C'boath.
As for the stats, he feels somewhat overcosted. I like Dominate on him, but I don't think that form of Greater Battle Meditation is worth using. Also, I would think about adding Doctrine of Fear. Most were very uneasy around Joruus.
I dont think BM is the way to go with him. Simply because BM was crap since the day it was written.
To me he needs to be either a massive force battery like lazyboy palpy BUT have a major damaing side effect when he dies.
Or be a direct on the field player giving stupid bonuses to adjacent and range 6 characters and either be fragile as hell or have a major damaing side effect when he dies.
I do like the self destruct! Thats something i overlooked.
He's a toughy, this is what i use for him but it still needs work. He is a bit over powered but his hp is low and he has no direct attack and to get the best out of him he has to be in the fight.
Joruus C'baoth
Fringe
60
Hit Points 80
Defense 23
Attack -
Damage -
Special: Unique Evade (When hit by an attack from a nonadjacent enemy, this character takes no damage with a save of 11)
Dominate Mind (Sight; Once per round, after initiative is determined, one character can take an immediate turn. This does not count as activating that character this round, or count as one of your 2 activations this phase.)
Dark Inspiration (At the start of the skirmish, choose an allied character with a Force rating. For the rest of the skirmish, that character gains Lightsaber Duelist [+4 Defense when attacked by an adjacent enemy with a Force rating])
Betrayal (On an attack roll of natural 1 against this character, the attacking enemy joins this character's squad until the end of the skirmish)
Dark Master (At the start of the skirmish, choose a Unique allied character. That character may spend Joruus C'baoth's Force points as if they were its own)
Force 3. Force Renewal 1
Master of the Force 3 (May spend Force points up to 3 times in a single turn)
Force Lightning 3 (Force 3, replaces turn: range 6; 40 damage to target and 2 characters adjacent to that target. Huge or smaller characters are considered activated this round; save 16)
Force Scream (Force 2, usable only on this character's turn: Enemy characters within 6 squares take 10 damage and are pushed back 1 square save 11; moved characters are considered activated this round)
Force Aura (Force 5, replaces turn: For the rest of the skirmish, this character gains the following ability: Enemy characters within 6 squares can only attack adjacent characters regardless of Special Abilities and Force Powers)
Commander Effect Followers with a force rating within 6 squares can use 1 Force power 1 extra time per turn.
"You don't understand power...Conquering worlds you'll never even visit isn't power. Neither is destroying ships and people and rebellions you haven't looked at face-to-face."