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Forslag til ændringer i aktive spil

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1 Forslag til ændringer i aktive spil on Tors 12 nov 2009 - 13:06


Racer: Kun det der er ændret eller nyt er skrevet med.
3.5: +2 Con, -2 Cha
PF: +2 Con, +2 Wis, -2 Cha

3.5: +2 Dex, -2 Con
PF: +2 Dex, +2 Int, -2 Con
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of
magic items.

3.5: +2 Con, -2 Str
+2 racial bonus on Craft (alchemy) checks: A gnome’s sensitive
nose allows him to monitor alchemical processes by smell.

PF: +2 Con, +2 Cha, -2 Str
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

3.5: None
PF: +2 to one ability score (jeg synes det skal ændres til valgfrit +2 delt ud på Int og/eller Dex)
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.

3.5: +2 Str, -2 Int, -2 Cha
PF: +2 to one ability score (jeg synes det skal ændres til valgfrit +2 delt ud på Str og/eller Con)
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one
more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately
falls unconscious and begins dying.

3.5: +2 Dex, -2 Str
PF: +2 Dex, +2 Cha, -2 Str

3.5: None
PF: +2 to one ability score
1 extra skill point each level.
(ikke 4 på første, men kun 1)

Sidst rettet af Rune Fre 13 nov 2009 - 1:37, rettet 1 gang

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2 Re: Forslag til ændringer i aktive spil on Tors 12 nov 2009 - 13:50


Alle karakterer vælger nu en favoured class. Hver gang man stiger et level i den class får man enten et ekstra skillpoint eller et extra hp efter hvad man ønsker.

There are two large changes to the barbarian, the first being an alteration to the way that rage is tracked, and the second the addition of rage powers. To convert your barbarian, take the following steps.
• Rage is now tracked as a number of rounds per day, instead of uses per day. Barbarians can rage for 4 rounds per day + their Constitution modifier. This increases by 2 rounds per day for every level beyond 1st. The mechanics of rage itself (+4 Str, +4 Con, –2 AC, etc.) are unchanged.
• Starting at 2nd level, barbarians gain a rage power. These are special abilities that the barbarian can use while raging. Barbarians gain one power at 2nd level and one additional power for every two levels beyond 2nd. Select the appropriate number of rage powers for your barbarian from the list of rage powers that begins on page 32 of the Pathfinder Roleplaying Game Core Rulebook.
• Remove illiteracy from your barbarian. Enjoy books.

The bard receives a number of changes and upgrades, the largest of which involve its bardic performance (the new name for bardic music) and its spell progression. The bard also receives a few new abilities and additional bardic performance types. To convert your bard, take the following steps.
• Bardic Knowledge now grants a bonus to all Knowledge skills equal to half your bard level (round down, minimum +1). This ability also allows you to use any Knowledge skill untrained. This replaces the previous rules.
• Bardic Performance is now tracked as a number of rounds per day, instead of uses per day. Bards can use their bardic performance ability for 4 rounds per day + their Charisma modifier. This increases by 2 rounds per day for every level beyond 1st.
• Bards now receive a number of new performance types, and there have been some changes to existing performance types. Take a moment to reread all of the existing performance types possessed by your character (starting on page 36). In addition, 1st-level bards now receive the distraction performance type, 8th-level bards receive the dirge of doom, 12th-level bards receive the soothing performance, 14th-level bards receive frightening tune, and 20th-level bards receive deadly performance.
• At 2nd level, the bard gains the versatile performance class feature. This allows him to substitute his bonus in one type of the Perform skill for his bonus in two other skills, depending on the type of Perform selected (see page 38). Bards can select one type of Perform at 2nd level, and one additional type for every four levels beyond 2nd.
• At 2nd level, bards also receive the well-versed class feature (see page 38). This ability grants a bonus to saves against bardic performance, sonic, and language-dependent effects.
• At 5th level, bards receive the lore master class feature, which allows them to take 10 on any Knowledge skill check that they have ranks in, as well as take 20 once per day. For every six levels beyond 5th, the bard can take 20 on a Knowledge skill check one additional time per day.
• At 10th level, the bard receives the jack-of-all-trades class feature (see page 38). This class feature allows the bard to use skills untrained, and at 16th level to treat all skills as class skills.
• The bard’s spell progression has been modified, both in spells per day and spells known. Using Table 3–3 and Table 3–4, look up the new number of spells per day and spells known for your bard’s level and record the result. In most cases, this means you will have a few additional spells to cast per day, and a few additional spells known. Note that bards can now cast an unlimited number of 0-level spells per day.

Many of the changes to the cleric concern its spell progression, domains, and the new ability to channel energy (which replaces turn or rebuke undead). While domains still grant domain spells, they now also grant a pair of powers that replace those from their old domains. To convert your cleric, take the following steps.
• Clerics no longer have heavy armor proficiency. If you are wearing heavy armor, you will either need to take the Heavy Armor Proficiency feat or change the armor. In the case of magic armor, GMs are encouraged to allow clerics to change the armor’s type while retaining its abilities.
• The channel energy class feature (see page 40) replaces the turn and rebuke undead class feature. This ability now allows a cleric to heal or hurt undead creatures in a 30-foot burst. It can also be used to heal or harm living creatures. Table 3–5 lists the amount of damage dealt or hit points healed with each use. A cleric can use this ability a number of times per day equal to 3 + his Charisma modifier. This ability also allows a saving throw (DC = 10 + 1/2 the cleric’s level + the cleric’s Cha modifier).
• Using Table 3–5 (see page 40), look up the number of spells per day your cleric can cast. This number might be a little lower than in 3.5 due to the ability of channel energy to heal characters (reducing the need to convert spells to healing). Note that clerics can now cast an unlimited number of 0-level spells per day. The number listed on the table represents the number per day that can be prepared.
• Replace the granted powers of your cleric’s domains with the granted powers of the new domains (see page 41). Each domain has a power granted at 1st level and another power that is granted at a later level (usually 4th or 6th) depending on the domain. Some of the domain spell lists have changed, so be sure to note the new spells.

The largest changes to the druid involve its ability to wildshape and its animal companion. Wild shape is now based on a series of spells that belong to the new polymorph subschool. Using these spells, you gain specific bonuses to your ability scores and additional powers based on the form you assume. Animal companions are now closely tied to your druid level and advance as you do. To convert your druid, take the following steps.
• At 1st level, you now have a choice to make. With the nature bond class feature, you can either have an animal companion or one of a list of cleric domains (this grants you bonus spells and domain powers, like a cleric). The list of domains can be found in the nature bond class feature on page 50, while the rules for animal companions are summarized starting on page 51.
• If you keep your animal companion, you will need to find a type that most closely matches your current animal companion (if the Pathfinder Roleplaying Game Bestiary is available, you can look through the list in the appendices for additional choices). Using the information provided in your animal companion’s summary and the statistics from Table 3–8, rebuild your animal companion. The guidelines that start on page 51 will guide you through the process.
• If your druid is 4th level or higher, you gain the wild shape ability (see page 51). This ability replaces the ability gained at 5th level for druids built using the 3.5 rules, including all of the advanced versions, such as elemental and plant. For more information on the polymorph subschool, see page 211.
• Using Table 3–7, look up the number of spells per day your druid can cast and note the numbers on your character sheet. Note that druids can now cast an unlimited number of 0-level spells per day. The number listed on the table represents the number per day that can be prepared.

Although fighters still receive a new combat feat (meaning a fighter bonus feat) at every even level, they now receive a number of other abilities as well. To convert your fighter, take the following steps.
• At 2nd level, fighters receive an ability called bravery, which adds half their level (rounded down) to Will saves made to resist fear effects.
• At 3rd level, fighters get armor training (see page 55). This reduces a fighter’s armor check penalty and increases his maximum Dexterity while wearing armor by 1. At every 4 levels beyond 3rd, these bonuses increase by 1. This ability also allows a fighter to move at full speed while wearing Medium armor. At 7th level, he can move at full speed while wearing heavy armor.
• At 5th level, fighters receive weapon training (see page 56). With this ability, you select one group of weapons and receive a +1 bonus on attack and damage rolls with weapons from that group. At every 4 levels beyond 5th, you can select another group, and the bonuses for all of your previous groups increases by +1.
• At 19th level, fighters receive armor mastery, which grants DR 5/— while wearing armor.
• At 20th level, fighters gain weapon mastery, which allows them to select one weapon. All critical threats with that weapon automatically confirm, and the critical multiplier is increased by 1.

Many of the monk’s signature abilities have received an overhaul in the Pathfinder RPG rules. Chief among these are alterations to the flurry of blows mechanic, wider options in bonus feats, and the addition of the ki pool mechanic (which many other abilities are now a part of ). To convert your monk,
take the following steps.
• In addition to the bonus feats gained at 1st, 2nd, and 6th levels, monks now gain an additional bonus feat for every 4 levels beyond 6th. The list of bonus feats that can be selected is enlarged, so make sure to check your feats versus those on the list (see page 58). In addition, all monks now receive Stunning Fist as a bonus feat at 1st level. At higher levels, they can even substitute different effects (other than stun for 1 round) when performing such attacks (see page 59).
• A monk’s base attack bonus when performing a flurry of blows is now equal to his level. His attacks are made as if using Two-Weapon Fighting (and its improvements at later levels). Table 3–10 summarizes these bonuses. Change your flurry of blows base bonuses to match these values (plus any increases to your base attack bonus from other classes, which might give you additional attacks with your primary strike). Note that other increases to your base attack bonus do not increase the number of attacks you can make with your off hand, as the bonus feats to gain these attacks are not gained until you reach the required level of monk.
• A monk’s AC bonus has increased. See Table 3–10 for the new bonus.
• At 3rd level, a monk gains an ability called maneuver training, which grants him a better chance at performing combat maneuvers. For now, just note that you possess this ability. Combat maneuvers are discussed in Step 5.
• At 4th level, a monk gains a ki pool, which is a number of points that a monk can spend each day to perform amazing feats (see page 59). At 4th level, a monk’s ki pool is equal to 2 + his Wisdom modifier, but it increases by 1 for every 2 levels beyond 4th. A monk can use a point from his ki pool to move faster, take an extra attack, or gain a dodge bonus to his AC. At 5th level, he can spend a point from his ki pool to grant him a large bonus on checks made to jump. At 7th level, he can spend ki points to heal himself. At 12th level, he can spend ki points to use dimension door. At 19th
level, he can spend ki points to become ethereal. As long as the monk has at least 1 ki point in his pool, his unarmed strikes count as magic (lawful at 10th level, adamantine at 16th). These abilities replace the ki strike abilities, as well as wholeness of body, abundant step, and empty body.
• At 15th level, a monk still gains quivering palm. This ability can now be used once per day.
• Finally, at 20th level, the monk’s perfect self ability now grants DR 10/chaotic.

The paladin has seen a number of changes for the Pathfinder RPG. The most significant changes involve the smite evil ability, the lay on hands ability, and the addition of new auras at higher levels. To convert your paladin, take the following steps.
• Paladins now receive a good Will save progression. See table 3–11 for the new save progression.
• Smite evil functions differently and is earned at a faster progression, as noted on Table 3–11. Now, when a paladin smites evil, she picks one target and gets bonuses against that target until the target is slain or otherwise defeated. See page 60 for more information.
• Lay on hands can now be used a number of times per day equal to 1/2 the paladin’s level plus her Charisma modifier. The paladin can use this ability to heal herself as a swift action and others as a standard action. She heals 1d6 points of damage per paladin level. At 3rd level, and every three levels thereafter, the paladin gains one mercy. These are effects, such as shaken or fatigued, that are also healed whenever the paladin uses her lay on hands ability. Determine the number of mercies possessed by your paladin and select them from the appropriate lists. See page 61 for more information.
• At 4th level, a paladin can expend two uses of her lay on hands ability to channel energy like a cleric. This heals all living creatures within a 30-foot burst, or it can be used to harm undead creatures. See page 62 for the paladin information on this ability and page 40 for a description of how channel energy functions.
• At 4th level, the paladin can receive spells just as in 3.5. The progression, however, has been altered. Using Table 3–11, look up your new number of spells per day and record the number on your character sheet.
• At 5th level, a paladin receives the divine bond class feature. This can take one of two forms: a mount or a celestial bonded weapon. The mount functions in a manner similar to a druid’s animal companion (see page 51). The bonded weapon can be called upon for a limited amount of time per day, adding various enhancements to the paladin’s chosen weapon. See page 63 for more information.
• Paladins lose the ability to remove disease, since this is an option of the mercy ability (see page 61).
• Paladins receive new auras at 8th, 11th, 14th, and 17th levels. If your paladin is of high enough level, note these auras on your sheet. The description for these auras can be found on page 63.
• At 20th level, paladins receive the holy champion class feature, granting them DR 10/evil and a number of other bonuses.

While the ranger functions much as it did in 3.5, there have been a number of modifications. Most of these involve the addition of the favored terrain class feature and the expansion of feat options concerning combat styles. To convert your ranger, take the following steps.
• There have been some changes to the creature types in the favored enemy class feature. If your ranger had giant or elemental selected, he receives humanoid (giant) or one of the elemental outsider types instead. The table on page 64 lists the new types. Also note that the bonus to damage against favored enemies now also applies on rolls made to hit.
• The track class feature (see page 64) no longer grants a bonus feat. All characters can attempt to follow tracks now. Instead, this class feature grants a bonus equal to one half the ranger’s level (minimum +1) to Survival skill checks made to follow tracks. Note this bonus next to the Survival skill.
• Combat Styles have been replaced with Combat Style bonus feats. These feats are gained at 2nd level and every four levels thereafter. Instead of a set feat, rangers can now select from a short list of feats. At 6th and 10th level, the list of feats that can be selected is expanded. Determine the number of feats your ranger receives and select them from the lists on page 65.
• At 3rd level, the ranger receives his first favored terrain. While in a favored terrain, a ranger receives bonuses to initiative checks and a number of skill checks. For every five levels beyond 3rd, the ranger can select another favored terrain and can increase the bonuses to another terrain type (just as with favored enemy). Determine the number of favored terrains your ranger possesses and select them from the list on page 65.
• At 4th level, the ranger receives the hunter’s bond class feature. This can be an animal companion or a bond with his fellow traveling companions. The animal companion functions just like a druid’s (see page 51), using the ranger’s level –3 as his effective druid level (instead of half his ranger level in 3.5). If he chooses instead to bond with his party, he can grant his favored enemy bonus to his companions for a limited amount of time per day. You should note this choice on your sheet and create stats for your animal companion if needed. See page 66 for more information.
• Higher-level rangers receive a host of new abilities. At 11th level, the ranger gains the quarry ability, which grants him bonuses against one particular target. He gets the camouflage ability at 12th level, instead of at 13th. He gets improved evasion at 16th level and improved quarry at 19th. Finally, at 20th level, the ranger receives the master hunter ability, which allows him to deal deadly strikes to his favored enemies. If your ranger qualifies for these new ability, note them on your sheet. See page 67 for more information.

Very little has changed with the rogue, aside from the addition of rogue talents, which expand upon the special abilities that rogues gained at higher levels in 3.5. To convert your rogue, take the following steps.
• Note that the rogue sneak attack ability now functions against most constructs, plants, and undead. It does not function against oozes, elementals, and incorporeal undead. See page 68 for more information.
• Trapfinding now grants a bonus equal to half your rogue level (minimum +1) on Perception skill checks to find traps and all Disable Device skill checks. Make sure to note this in your skills.
• Starting at 2nd level, a rogue gains his first rogue talent. For every two levels beyond 2nd, the rogue can select another rogue talent. These talents allow rogues to perform amazing acrobatics, quickly disarm traps, or hinder foes. At 10th level, the list of talents expands to include advanced talents (many of which are the same as the special abilities from 3.5). Determine the number of talents your rogue possesses and select them from the list of talents and advanced talents that can be found on pages 68 and 69.
• At 20th level, rogues gain the master strike ability, which allows them to kill or incapacitate foes that are subject to their sneak
attack. See page 70 for more information.

Nearly all of the changes to the sorcerer involve the addition of a new class feature called bloodlines. These bloodlines link the sorcerer to a specific heritage that grants a number of powers, bonus spells, and other abilities. To convert your sorcerer, take the following steps.
• Select a bloodline for your sorcerer. If you want to keep your sorcerer nearly identical to her 3.5 counterpart, the arcane bloodline is the best
choice. Next, note the class skill associated with the bloodline in your list of class skills. Then add all of the bonus spells that your character qualifies for based on her level to your list of spells known. Starting at 7th level, and every six levels thereafter, a sorcerer receives a bonus feat from her bloodline list. Select the appropriate number of bonus feats. Finally, add the details of the bloodline arcana and any bloodline powers that you qualify for to your character sheet. For more information on bloodlines, see page 71.
• Unless you have selected the arcane bloodline, you lose your familiar.
• Add Eschew Materials to your character as a bonus feat. If you already have the feat, note that you must select another in Step 4.
• Note that sorcerers can cast an unlimited number of 0-level spells per day. The number on Table 3–15 indicates the number known.

The only two changes to the wizard class involve the addition of arcane schools and the arcane bond ability. To convert your wizard, take the following steps.
• If your wizard was a specialist wizard in 3.5, he now gains the arcane school of the same name. This still grants bonus spells, just as in 3.5, but now it also grants a trio of powers. The first two powers are gained at 1st level, while the third is gained at 6th or 8th, depending on the school. Read these powers and add them to your character. If your character was not a specialist, he gains the Universalist School, which grants a pair of powers and no bonus spells. See page 78 for information on this class feature and page 79 for a listing of the arcane schools.
• Note that wizards with an arcane school, other than universalists, must select two opposing schools. Wizards can know and prepare spells of their opposition schools, but such spells take up two spell slots instead of one.
• At 1st level, wizards receive an arcane bond with either a familiar or an item. This replaces the summon familiar class feature. Wizards that bond with a familiar will find the rules basically unchanged. Wizards that bond with an item can cast an additional spell per day, without preparing it, but are tethered to the item and must have it to properly cast spells. Note this choice on your character sheet. See page 78 for more information.
• Note that wizards can cast an unlimited number of 0-level spells per day. The number on Table 3–16 indicates the number that can be prepared each day.

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3 Re: Forslag til ændringer i aktive spil on Tors 12 nov 2009 - 14:37


Altered Skills
3.5 skillPathfinder skill
Decipher ScriptLinguistics
Gather InformationDiplomacy
Move SilentlyStealth
Open LockDisable Device
Speak LanguagesLinguistics
Use Rope-

Desuden kan man nu maks smide lige så mange ranks i en skill som ens level (før var det ens level +3).
Hvis man smider ranks i en class-skill får man en +3 bonus til den skill. Det koster ikke mere at købe en cross-class skill, man får bare ikke de +3.

Sidst rettet af Rune Tors 12 nov 2009 - 16:00, rettet 1 gang

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4 Re: Forslag til ændringer i aktive spil on Tors 12 nov 2009 - 14:57


Halv-elver Bondemand
Hvad er det for nogle talents der er tale om for rogue, og mister man så alle dem fra 3.5, de der special abilities? Synes også det virker lidt syret at man nu får sneak på UD, Golems og andre ting, dog med undtagelser

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5 Re: Forslag til ændringer i aktive spil on Tors 12 nov 2009 - 16:15


Man mister de gamle special abilities. Eller det vil sige at rogue talents er vel de nye special abilities. Dog ville jeg sige at man godt kan vælge nogle af de gamle special abilities...specielt hvis vi vælger ikke at gå helt over til pathfinder.

Men her er Rogue Talents:
Bleeding Attack: Hvis du rammer med et sneak attack, begynder ofret at bløde. 1 hp pr. tur pr. terning af dit sneak attack.
Combat Trick: Et bonus combat feat
Fast Stealth: fuld speed med stealth uden minusser
Finesse Rogue: Weapon finesse
Ledge Walker: fuld speed på smalle steder uden minusser på acrobatics skill
Major Magic: kan kaste en 1st level spell 2 gange om dagen
Minor Magic: kan kaste en 0-level magi 3 gange om dagen
Quick Disable: dobbelt så hurtig til at disable ting (som låse og fælder)
Resiliency: en gang om dagen nogle extra temporary hp hvis man er under 0 hp.
Rogue Crawl: kan rykke med halv fart selvom prone og kan tage 5.ft step selvom prone
Slow Reactions: folk du skader med sneak attack kan ikke lave attacks of opportunity i en tur
Stand up: kan rejse sig fra prone som en free action.
Surprise Attack: i surprise runden er dine modstandere alle flat-footed også selvom de har haft deres tur(...tror jeg nok)
Trap Spotter: hvis indenfor 10 fod af en fælde, gratis perception slag. (behøver ikke lede efter fælder)
Weapon Training: ligesom Weapon Focus

Efter lvl 10 er der nogle advanced talents du kan tage, men dem gider jeg ikke lige skrive. Smile

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6 Re: Forslag til ændringer i aktive spil on Fre 13 nov 2009 - 1:13


Du får nu et ekstra feat hvert andet level, ikke hvert tredje.

Der er smidt en masse feats ind i spillet.
Disse er slettet: Agile, Diligent, Investigator, Negotiator, Nimble Fingers og Track.
Disse har ændret navn: Extra Turning hedder nu Extra Channel og Improved Turning hedder nu Improved Channel.

Der er lavet ændringer på nogle af de andre feats, men for det meste kun dem der giver + til skills. Jeg har ingen liste over hvilke feats der er ændret på, men fx. improved trip, disarm osv. er ændret og delt op i to feats istedet. Så improved trip nu er delt op i improved trip og greater trip, og det samme med alle de andre combat maneuvers som disarm, bullrush osv.
Power Attack er også ændret, har jeg set, men jeg ser ikke umiddelbart nogen forbedring i den ændring.
Ny Power Attack: man kan tage -1 på attack og få lagt +2 til skaden. Dette forøges når man får +4 i base attack, hvor man nu kan vælge at tage -2 fra attack og lægge +4 til skaden. For hver +4 på base attack man får forøges dette med -1 til attack og +2 til skaden.

Generelt kan jeg bedre lide de nye feats, da jeg synes de virker mere "farverige" på en eller anden måde.

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7 Re: Forslag til ændringer i aktive spil on Fre 13 nov 2009 - 1:22


Combat maneuvers

Der er et helt nyt system for hvordan man grappler, tripper, bull-rusher, disarmer osv.

Alle har nu en CMB (Combat Maneuver Bonus) og en CMD (Combat Maneuver Defense).

CMB: Base attack bonus + Strength modifier + special size modifier + 1d20

CMD: 10 + base attack bonus + Str modifier + Dex modifier + special size modifier

Hvis du vil prøve med en manøvre, fx. grapple så slår du et CMB slag mod din modstanders CMD score. Kun et slag, ligesom når du forsøger at ramme din modstanders AC med et normalt slag.

Size Modifier er også ændret: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.

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8 Re: Forslag til ændringer i aktive spil on Fre 13 nov 2009 - 1:33



Polymorph fungerer helt anderledes og er nu delt op i en masse mindre magier. Istedet for at du får abilities efter hvad du tryller dig om til, får du lagt nogle plusser til dine abilities efter størrelsen på det monster du tryller dig om til. Efter hvor god magien er får du også monstrets evner.

Hvis magien kostede xp at kaste koster den nu istedet ca. 5 gange tidligere xp cost i gp.

Hvis magien gav permanent level drain giver den nu permanent negative levels (er ikke sikker på hvad forskellen er). De lavere level magier der kan genoplive folk koster nu 2 negative levels, mens det kun er True Resurrection (lvl 9) der kan genoplive folk uden negative levels.

Magier der fjernede modstandere helt fra en kamp er der skåret ned på.

Magier der dræbte modstandere hvis ikke de savede giver nu istedet meget i skade. Dvs. et fejlet save ikke ændrer en hel kamp.
Wail of the banshee giver nu 10 points i skade pr. caster level....stadig nok til at dræbe langt de fleste Very Happy

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