Der er blevet brygget lidt nye feats til overvejelse:

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Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Tue 11 Nov - 11:14

Acrobatic Steps
You can easily move over and through obstacles.
Prerequisites: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may ignore up to 15 feet of difficult terrain each round. The effects of this feat stack with those provided by Nimble Moves (allowing you to ignore a total of 20 feet of difficult terrain each round).

Advance (Combat)
You can move up to a foe with reach without provoking an attack.
Prerequisites: Dex 15, Dodge, Mobility.
Benefit: You do not provoke attacks of opportunity by moving through a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).

Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Blinding Critical (Combat, Critical)

Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Critical Focus (Combat)

You are trained in the arts of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Critical Mastery (Combat)
Your critical hits cause two additional effects.
Prerequisites: Critical Focus, any two critical feats, 14th-level fighter.
Benefit: Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.

Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Exhausting Critical (Combat, Critical)
Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Fleet
You are faster than most.
Benefit: Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. Its effects stack.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.
Prerequisites: Improved Bull Rush, base attack bonus +6.
Benefit: Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Greater Disarm (Combat)
You can knock weapons far from an enemy’s grasp.
Prerequisites: Improved Disarm, base attack bonus +6.
Benefit: Whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Greater Feint (Combat)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Improved Feint, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack, if that attack does not come before your next turn.
Normal: Creatures you feint lose their Dexterity bonus against your next attack.

Greater Grapple (Combat)
Maintaining a grapple is second nature to you.
Prerequisites: Improved Grapple, base attack bonus +6.
Benefit: Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.

Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Improved Overrun, base attack bonus +6.
Benefit: Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.
Normal: Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.

Greater Penetrating Strike (Combat)
Your attacks penetrate the defenses of most creatures. Choose one type of weapon that you have already selected for Penetrating Strike.
Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter.
Benefit: Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).

Greater Shield Focus (Combat)

You are incredibly skilled at deflecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, 8th-level fighter.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Greater Shield Mastery (Combat)
You can use a shield to deflect a great deal of harm.
Prerequisites: Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter.
Benefit: Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery.

Greater Sunder (Combat)
Your devastating strikes cleave through weapons and into their wielders.
Prerequisites: Improved Sunder, base attack bonus +6.
Benefit: Whenever you sunder to destroy a weapon, any excess damage is applied to the weapon’s wielder. No damage is transferred if you decide to leave the weapon with 1 hit point.

Greater Trip (Combat)
You can make follow-up attacks on foes that you knock prone.
Prerequisites: Improved Trip, base attack bonus +6.
Benefit: Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.
Normal: Creatures that are knocked prone do not provoke attacks of opportunity.
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Tue 11 Nov - 11:14

Improved Greater Fortitude
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prerequisites: Great Fortitude.
Benefit:
Once per day, you may reroll a Fortitude save. You must decide to use
this ability before the results are revealed. You must take the second
roll, even if it is worse.

Improved Iron Will

You have a clarity of thought that allows you to fight off mental attacks.
Prerequisites: Iron Fortitude.
Benefit:
Once per day, you may reroll a Will save. You must decide to use this
ability before the results are revealed. You must take the second roll,
even if it is worse.

Improved Lightning Reflexes
You have a knack for avoiding danger, even when it is all around you.
Prerequisites: Lightning Reflexes.
Benefit:
Once per day, you may reroll a Reflex save. You must decide to use this
ability before the results are revealed. You must take the second roll,
even if it is worse.

Lunge (Combat)

You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit:
You can increase the reach of your melee attacks by 5 feet by taking a
–4 penalty to your AC until your next turn. You must decide to use this
ability before any attacks are made.

Master Craftsman
Your superior crafting skills allow you to create simple magic items.
Choose one Craft or Profession skill in which you possess at least 5
ranks.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit:
Ranks in your chosen skill count as your caster level for the purposes
of qualifying for the Craft Arms and Armor and Craft Wondrous Item
feats. You can create magic items using these feats, substituting your
ranks in the chosen skill for your total caster level. You must use the
chosen skill for the check to create the item. The DC to create the
item still increases for any necessary spell requirements (see the
magic item creation rules in Chapter 15). You cannot use this feat to
create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.

Nimble Moves
You can move across a single obstacle without slowing down.
Prerequisites: Dex 13.
Benefit:
Whenever you move, you may ignore up to 5 feet of difficult terrain
each round. This feat allows you to take a 5-foot step into difficult
terrain.

Penetrating Strike (Combat)
Your
attacks are capable of penetrating the defenses of some creatures.
Choose one type of weapon that you have already selected for Weapon
Focus.
Prerequisites: Weapon Focus, 12th-level fighter.
Benefit:
Your attacks with the selected weapon ignore up to 5 points of damage
reduction. This feat does not apply to damage reduction without a type
(such as DR 10/—).

Powerful Critical (Combat, Critical)
Your
critical hits cause an amazing amount of damage. Choose one type of
weapon that you have already selected for Improved Critical.
Prerequisites: Critical Focus, Improved Critical, base attack bonus +13.
Benefit: Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Shall Not Pass (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit:
Whenever an enemy provokes an attack of opportunity due to moving
through your adjacent squares, a successful hit causes them to stop
moving for the rest of their turn. Enemies can still take the rest of
their action, but cannot move.

Shield Focus (Combat)

You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Shield Mastery (Combat)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, 4th-level fighter.
Benefit:
Whenever you are using a shield, you gain DR 2/—. You must be aware of
the attack to gain this bonus. Any effect that causes you to lose your
Dexterity or shield bonus causes you to lose this bonus. This bonus
stacks with all other forms of damage reduction without a type (such as
the damage reduction gained by barbarians).

Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent
becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Spellbreaker (Combat)
You can strike enemies that fail to cast defensively.
Prerequisites: Disruptive, 10th-level fighter.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.

Staggering Critical (Combat, Critical)

Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit:
Whenever you score a critical hit, your opponent becomes staggered for
1d4+1 rounds. A successful Fortitude save reduces the duration to 1
round. The DC of this Fortitude save is equal to 10 + your base attack
bonus. The effects of this feat do not stack. Additional hits instead
add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Benefit:
Whenever an adjacent foe attempts to take a 5-foot step away from you,
you may also make a 5-foot step as an immediate action so long as you
end up adjacent to the foe that triggered this ability. If you take
this step, you cannot take a 5-foot step during your next
turn and you count as if you had take a 5-foot step on that turn (preventing any other movement).

Strike Back (Combat)
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit:
You can ready an action to make a melee attack against any foe that
attacks you in melee, even if the foe is outside of your reach. If you
attack a foe that is outside your reach using this ability, you take a
–2 penalty on your attack roll.

Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, base attack bonus +17.
Benefit:
Whenever you score a critical hit, your opponent becomes stunned for
1d4+1 rounds. A successful Fortitude save reduces the duration to 1
round. The DC of this Fortitude save is equal to 10 + your base attack
bonus. The effects of this feat do not stack. Additional hits instead
add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by superagurk on Tue 11 Nov - 14:53

Hmm der er rigtig mange gode forslag...

Som jeg ser det er der et problem ved mange af de feats ... Alle de feats der "forbedrer" criticals! - Mange af dem giver ok mening, men når vi nu spiller med de her kort, så bliver criticals ALT for voldsomme...

Derudover er der et par af de nævnte feats der måske er lidt vilde.. men jeg skal nok lige have bedre tid til at se på dem før jeg udtaler mig..

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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Flejno on Tue 11 Nov - 15:11

De ser sgu meget nice ud - de eneste jeg ikke er helt vilde med dem som giver en effekt på critical ... da vi har et crit deck som indfører den mekanik i spillet. Jeg kan bedre lide det tilfældige ved et crit end at man rent faktisk penetrerer begge hans ører hver gang du critter ...

ellers supernajs
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Gezmo on Tue 11 Nov - 15:42

Mange af disse feats kan give utroligt meget til spillet. Mange af dem henvender sig især til fighters, hvilket jeg mener er meget positivt. De har været næsten ubrugelige på høje lvls i kamp, men med disse feats (og andre tiltage der allerede er lavet) kan de blive helt uundværlige - som de bør være.

Måske man skulle overveje en fighter? Smile
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Tue 11 Nov - 15:56

Samtlige feats kommer fra Jason Bulmahn, som er lead designer på Pathfinder projektet.

Kim, med hensyn til critical feats og deres power niveau, så er det ikke overpowered, idet effekterne er LANGT mindre end hvad en sorcerer eller wizard på de levels spytter ud i store tykke strømme. LANGT mindre.

Francker, du har fat i noget her. Vores critical deck giver efter min mening en hel del ekstra krydderi på spillet, og det skal ikke ødelægges. Nu vi er ved det emne ændrer jeg det lidt, således at det fra nu af ser sådan her ud:

Critical multiplier: / Effekt:
x2 / 1 kort
x3 / Double dam plus et kort
x4 / Tripple dam plus et kort.


Ellers er det lige pludselig ikke længere en fordel at have en høj crit multiplier på sit våben. Er vi ikke enige her?

Med hensyn til de feats der har med critical effekter at gøre har jeg ikke besluttet hvad der skal ske, men jeg tror vi snitter de initialer når elgen er skudt. (Vi tager stilling til det når en af spillerne udtrykker interesse i en af de feats)

Det eneste jeg kan se til hinder er, at de nævnte feats koliderer med crit-decks. Ikke deres power-niveau.

Piv, Agree!
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Flejno on Tue 11 Nov - 16:14

blindness / deafness er en 2nd level spell ... med standard saving throws ... så vil nu aldrig sige at bab 11-15 eller hvad der kræves gør det overpowered. ..
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Tue 11 Nov - 16:22

Når en fighter kan lande et deafening critical kan en wizard kan blaste en fjende for 26d6 med et ranged touch attack.

Og når fighteren kan lande et blinding critical, kan wizarden caste 8. level spells.
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by superagurk on Tue 11 Nov - 18:12

Det jeg hentyder til er at effekten af et critical hit kan blive alt for omfattende.. og voldsom.. Jeg siger ikke at featsne i sig selv er overpowered...

Derudover kan jeg se at du normalt kun kan apply effekten af en critical feat til dit angreb, hvilket jeg havde overset til at starte med.. så det afbalancere det en smule og gøre det mere overskueligt..

Jeg vil dog mene at det er lidt rodet i forbindelse med vores kort.. men det kan måske godt lade sig gøre .. Hvis effekten af din critical feat og kortet er den samme.. så vil jeg mene at det blot er sur røv og at man så må vælge den af versionerne der er "bedst" (de stacker ikke og du trækker ikke bare et nyt kort)

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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Gezmo on Tue 11 Nov - 18:33

Det jeg hentyder til er at effekten af et critical hit kan blive alt for omfattende.. og voldsom.. Jeg siger ikke at featsne i sig selv er overpowered...

Derudover kan jeg se at du normalt kun kan apply effekten af en critical feat til dit angreb, hvilket jeg havde overset til at starte med.. så det afbalancere det en smule og gøre det mere overskueligt..
Arrghh! My eyes, the goggles do nothing! Razz
Nej, undskyld Kim. Men har du læst, hvad du selv skriver? Hvordan kan effekten et crit blive for omfattende uden at det skyldes at featet er overpowered (og jeg siger bestemt ikke, at det er det)? Og hvad skulle effekten af et critical feat omfatte ud over dit eget angreb? Jeg er lidt forvirret.
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Tue 11 Nov - 20:03

LOL, Piv!

ROFL!
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Tue 11 Nov - 20:19

superagurk wrote:Det jeg hentyder til er at effekten af et critical hit kan blive alt for omfattende.. og voldsom.. Jeg siger ikke at featsne i sig selv er overpowered...
Ebebe? Den her er du jo nok nødt til at forsøge at forklare lidt nærmere.
superagurk wrote:Derudover kan jeg se at du normalt kun kan apply effekten af en critical feat til dit angreb, hvilket jeg havde overset til at starte med.. så det afbalancere det en smule og gøre det mere overskueligt..

Jeg vil dog mene at det er lidt rodet i forbindelse med vores kort.. men det kan måske godt lade sig gøre .. Hvis effekten af din critical feat og kortet er den samme.. så vil jeg mene at det blot er sur røv og at man så må vælge den af versionerne der er "bedst" (de stacker ikke og du trækker ikke bare et nyt kort)

Ja, det er rigtigt at der er lidt rod i det med kortene. Jeg tror nu det kan løses ved at kombinere de to. Et kort kan sagtens kombinere med en crit-feat-effekt. Nu er der mange måneder til at det går hen og bliver relevant, så lad os nu se til den tid.
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by superagurk on Tue 11 Nov - 22:13

Da jeg skimmede til Featsne i første omgang, så jeg den ene effekt efter den anden som giver fin mening i forbindelse med et crit.. og som hver især gav en betydelig ekstra effekt af et crit -

En af de effekter alene vil virke passende... derimod ville et crit med 3-4-5 af disse effekter i mine øjne være alt for voldsom (+den effekt fra et kort som vi trækker)... Jeg synes ikke det ville være fedt hvis man blev.. "blinded - stunned - exhausted + X antal dam) hver gang man blev crittet ...

Men som jeg skrev og som jeg er blevet "quted" for.. så havde jeg overset at du kun kunne applye en effect per crit! hvilket jeg synes er mere rimeligt..

Så for at skære det ud i pap: Jeg synes ikke featsne er overpowered i sig selv - Men havde de stacket, som jeg først havde troet var (/kunne være) hensigten.. Så ville jeg mene at det var for en voldsom effekt der kunne tilføres hvert critical strike..

- Jeg synes at folk er gode til at brokke sig over min åbenbart mangelfulde formulering..

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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Flejno on Tue 11 Nov - 22:17

Der er faktisk et af de critical feats som gør at du kan apply to critical feats på et enkelt crit Smile

Men jeg er med på kims holdning med at det kan blive for crit baseret og for underligt med de effekter ...
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Gezmo on Tue 11 Nov - 22:52

Årh hold op. Nu må du ikke blive tøsefornærmet, Kim. Vi driller jo bare Cool

Men selvfølgelig har du ret i, at man ikke skal kunne gøre alle tingene på én gang. Hver for sig er de dog gode. Så vi er vidst enige

Og så op med humøret, min pige Razz
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by superagurk on Tue 11 Nov - 23:01

Mad

- Hvis i rent faktisk fatter hvad man skriver så er det fint hvis i giver udtryk for det .. ellers så flytter jeg ind i en bolig under jer og banker på radiatoren!

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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Gezmo on Tue 11 Nov - 23:05

Jeg skal gerne oprigtigt fortælle at jeg ikke fattede hvad du skrev før. Det var skam helt seriøst ment. Det var måden jeg skrev det på, der var drillende. Men jeg mente helt seriøst, at du nok burde have læst indlægget igennem inden du postede det.

Og så må vi have brugt nok krudt på det.
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by superagurk on Tue 11 Nov - 23:08

Hep.. det er fint nok... Af og til så poster jeg fra arbejdet mens jeg venter på nogen af de langsomme programmer skal komme i omdrejninger.. Så går det lidt stærkt indimellem ... Skal nok forsøge ikke at lave for mange alt for "forhastede" indlæg

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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Tue 11 Nov - 23:12

superagurk wrote:Mad

- Hvis i rent faktisk fatter hvad man skriver så er det fint hvis i giver udtryk for det .. ellers så flytter jeg ind i en bolig under jer og banker på radiatoren!

Nede under min lejlighed er der en række 3 m^2 kælderrum. Du må gerne låne mit. Der er dog ingen radiator.
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Tue 11 Nov - 23:15

superagurk wrote:Hep.. det er fint nok... Af og til så poster jeg fra arbejdet mens jeg venter på nogen af de langsomme programmer skal komme i omdrejninger.. Så går det lidt stærkt indimellem ... Skal nok forsøge ikke at lave for mange alt for "forhastede" indlæg

Det gør skam ikke noget. Man skal bare være forberedt på at det er et faktum at der på SAMTLIGE forums på internettet hersker Trolls. Razz
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Tue 11 Nov - 23:15

Jeg er selv en af dem til tider!
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by superagurk on Tue 11 Nov - 23:44

Wordenskjold wrote:
superagurk wrote:Mad

- Hvis i rent faktisk fatter hvad man skriver så er det fint hvis i giver udtryk for det .. ellers så flytter jeg ind i en bolig under jer og banker på radiatoren!

Nede under min lejlighed er der en række 3 m^2 kælderrum. Du må gerne låne mit. Der er dog ingen radiator.

Ok så banker jeg bare i loftet

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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Wordenskjold on Wed 12 Nov - 2:14

Jeg er ikke sikker på at jeg vil høre det. Razz
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by Gezmo on Wed 12 Nov - 8:16

Det gør skam ikke noget. Man skal bare være forberedt på at det er et faktum at der på SAMTLIGE forums på internettet hersker Trolls.
Jep. De er en nødvendig del af et forum, så folk kan lære at poste ordentligt. Derfor påtager jeg mig også nogle gange denne rolle Smile
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Re: Der er blevet brygget lidt nye feats til overvejelse:

Post by AskHL on Wed 12 Nov - 20:41

superagurk wrote:
Wordenskjold wrote:
superagurk wrote:Mad

- Hvis i rent faktisk fatter hvad man skriver så er det fint hvis i giver udtryk for det .. ellers så flytter jeg ind i en bolig under jer og banker på radiatoren!

Nede under min lejlighed er der en række 3 m^2 kælderrum. Du må gerne låne mit. Der er dog ingen radiator.

Ok så banker jeg bare i loftet

Eller du kan købe en elektrisk radiator og banke på den.
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