
Damien Wilmann |

You can build one (haven't seen any rules that say you can't multiclass at will with hybrid classes). I'm not sure why you'd want to, though! Both classes have access to spells and both have awesome abilities that get more awesome the higher levels they get. Some of the rules get a little tricky. I'd say for rage vs bloodrage you'd have both abilities (ie. normal rage or blood rage)... but it would be very weird.
What's the concept you're going for?

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There were rules back in the playtest forbidding that, but they removed the language from the print addition.
Gestalt character building?
I assume this is for another campaign, or something? Oh, with the mythic... obviously.
Interesting idea... I might stay with the Skald, but add in something else on top of it instead. Don't want to get to MAD, but perhaps a Skald/Summoner would be... interesting. Both invest in CHA, you'd build your eidolon to take advantage of the rage. Since you don't have to accept the rage on a round by round basis, you don't even lose your spellcasting ability.
Maybe even (if you want to go cheesy) go Synthesist Summoner/Skald... then tank your physical stats to get the 20CHA, using your Eidolon to give you the needed physical stats (at least STR and DEX)?

Damien Wilmann |

Also, if (as it sounds) it isn't PFS legal, you can't (simply CAN NOT) beat a human barbarian. Heart of the fields: immune to fatigue. Only disadvantage of rage? Fatigue. That racial trait is (understandably) banned in PFS (as with so many exploits the designers regret).
Occasionally needing to cancel out rage fatigue is why Xûll has his potions of invigorate. If it didn't cost him a potion, he'd be in and out of rage all the time.

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You guys are really fast! I just had a look at the Sky Key Part I thread and noticed you already finished playing it. I also played it a while ago and enjoyed the first encounter at Fort Bandu. The rest of the encounters were sadly little more than speed bumps for our group, but nevertheless, we had a good time, thanks to our excellent GM and the players.
I hope you'll enjoy parts II and III! (The third one's mine.)
Mikko / serpent
p.s. I now have a stalker avatar to avoid confusion. ;-)

Damien Wilmann |

Hey Mikko! Nice stalker avatar. Very appropriate.
Yeah, this group is pretty good at powering through a scenario in no time flat. I probably spend way too long on PbP, too, which means I have a tendency to push things forwards a lot. Better that than dithering, I say. ;-)
Yeah, the encounters were speed bumps for us, also. Some not even. I was surprised, because the APL was actually below 4. Better that than the other way around (TPK), but still, there's a balance to be found. I think the next adventure has found it, too. The encounters in subtier 4-5 seem custom made rather than the same encounter from subtier 1-2 + some CR. My review of Part 1 says it all. I'm still not sure if I should change it to a 2 star review. 3 seems to generous, 2 seems too harsh. It's a solid 50%.
Can you tell me if I've missed something from Part 1 where it explicitly explains that Sharrowsmith is still in Ashkurhall? From the journal entry, it looks like he's actually going to the Krihirik tribe next to find the orb. I figured Part 2 would be Pathfinders chasing after him there... but the opening summary for Part 2 tells me otherwise. Other than the fact that his bag is at the altar, I don't know where it says he's beneath the ruins! As a GM, I genuinely didn't know that he was.
Part 2 is definitely looking up, from my perspective, too. Can't wait to get into the crunch of that one.
Feel free, if you like, to dot in on our thread for the Gameplay on Part 2 - http://paizo.com/campaigns/DinosaursVsDrongos so you can keep up with it. We'll be keeping the same thread but not the same URL (thanks to Paizo web developers not knowing what a permalink is). I like to change the name, and everyone's dotted in anyway so it stays in their campaign list. Dinosaurs vs Drongos isn't necessarily accurate, but I thought I'd pay homage to the front cover. Oh, I'm happy to mark you as inactive any time you like if it's taking up too much space on your campaign page, then activate you when part 3 starts.
Speaking of part 3... I cannot wait to finally put these guys back in a dungeon. It's been far too long.

Damien Wilmann |

Damien Wilmann |

Hey guys, funny my last post was about slowing down. I've got some home projects coming up at the end of this month (putting up shelves in a study, redoing the garage, putting in in garden beds, much pruning, etc). I'm thinking the end of this current scenario (Scions Pt II) would be an ideal time for me to hang up the GM hat for a couple of weeks before we launch into Pt III. That means the games I'd be playing with you would 'just' be WBG2 (for those in that, if it's still going), Silbeg's Slayers and (for those who are in it) Bob's Beasts.
I think that's more than enough PbP with home improvement to be done.
That means first week of April, I'll return to the GM chair and we can just pick up where we left off for Scions Pt III.
I've been thinking about "what's next" as well. Assuming Pt III takes us to the middle of April, and that Miro and Finarin get a WBG2 character sheet, we'll all be level 5 at the end of Pt III. Not a great time to be playing a tier 3-7. I was thinking:
1. We could do Fires of Karamoss (5-9). That would be awesome, since we've already done "part 1" with Trial by Machine.
2. Then Silbeg could (hopefully) run From Under Ice (1-5) (woo! Lort!).
3. Then back to me running a "filler" 5-9 or 1-5 to get us all to level 6.
4. Then Silbeg runs Slave Master's Mirror (3-7).
At the end of all that, we'll have exactly the same XP, too (assuming Gunari doesn't get the chronicles that Silbeg runs).
How's all that sound?

Papasteve08 |

I don't know if I can stomach being parted from Cyrus for 2 whole weeks.....
kidding. as far as you know...
anyways, joking aside, I think that sounds great. By that plan, Cyrus will ding level 6 when we finish From Under Ice, so the "filler" may or may not be necessary, unless Finarin and Miro are still 1 xp behind.
Totally looking forward to Slave Master's Mirror too, especially at the higher tier...

Damien Wilmann |

As previously stated, the other tier 1-5 looks like a mission where you get to play filing clerks. If it turns out to be fun (as per reviews and Papers, Please) I'd consider it.Steve is correct, though, we "can't" play it with the Drongos (unless Gunari drops out for Fires of Karamoss).
By my calculation, our levels will be (assuming WBG2 goes to Miro and Finarin) after each of the following:
- [MAR] Scions Pt II: 11 XP, level 4.2 (Gunari 13 XP, level 5.1)
- [APR] Scions Pt III: 12 XP, level 5 (Gunari 14 XP, level 5.2)
- [APR] FIres of Karamoss: 13 XP, level 5.1 (Gunari 15 XP, level 6.0)
- [MAY] From Under Ice: 14 XP, level 5.2 (Gunari 15 XP, level 6.0 - no change)
- [MAY] Filler has to be a 5-9, since Gunari is level 6: 15 XP, level 6.0 (Gunari 16 XP, level 6.1)
- [JUN] Slave Master's Mirror: 16 XP, level 6.1 (Gunari 16 XP, level 6.1 - no change) <-- The great equalizer! All the same level!
- Onwards!
With the Alts, I really want to do level 1.0 - 2.0 as First Steps pt 1-3 / Wounded Wisp / Confirmation. We can do that chain when there's no "of tier" available scenario for the Drongos, or a lower level scenario that we really want to play with the Alts.
How's all that sound? Complicated?

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we could certainly do something other than Technic Siege, Karma.
Suggestions?
That's the only season 6 5-9 that I haven't played.
In season 5, there is 5-07 Port Godless, which will be interesting for Gunari (I've run it, not played)
Season 4: #4-03: Golemworks Incident (I've heard it is good)
Season 3: #3-15: Haunting of Hinojai, #3-24: The Golden Serpent
Season 2: #2-02: Rebel's Ransom, all three parts of The Heresy of Man (though we should play the whole series, if we're doing it)
well, there are some options for us. We could also try some of the 3-7s, and take the chance that we're playing up.

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Heard good about Golemworks Incident, so definitely interested. Also heard that it's pretty deadly, so everyone should prepare for retrieval plus raise dead costs... But we've been hoping for some challenge, right :)
Season six encounters have been quite easy so far... From what I've heard, Season 4 was something very different.

Damien Wilmann |

Steve, while you wait
LOL
Never write that unless I actually do! Classic GM envy. "All your posts are belong to me!"

Papasteve08 |

Steve, while you wait
So much shame.... How exactly did I miss that?
I usually hit refresh on my campaigns tab, so it looks like I read that this morning, along with all the other games posts... and then forgot that I had something to respond to on that one.
/facepalm

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Can you tell me if I've missed something from Part 1 where it explicitly explains that Sharrowsmith is still in Ashkurhall? From the journal entry, it looks like he's actually going to the Krihirik tribe next to find the orb. I figured Part 2 would be Pathfinders chasing after him there... but the opening summary for Part 2 tells me otherwise. Other than the fact that his bag is at the altar, I don't know where it says he's beneath the ruins! As a GM, I genuinely didn't know that he was.
In Part II you're looking for the talisman, not Sharrowsmith. I haven't read Part I closely enough to remember what is said there, but the summary in Part II is correct; the PCs shouldn't expect to find the VC in the Kaava Lands.
Anyway, I'll be playing Part II on Thursday next week. Even though Mike and I exchanged information while we were writing the scenarios, I don't know every detail, so I won't be reading your gameplay thread until I've played it myself. But after that, I'll check out your thread and see how similar or different it was for you guys. :-)

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In case you didn't notice, this year's Free RPG Day module will be:
We Be Goblins, Free!
For sure, I'll have to run it for you guys. :D

Damien Wilmann |

You know you play too much PbP when...
You've only just had lunch at 2:50pm because you've been writing a wrap-up post that doesn't even need to be written yet and then (after having that lunch) you head straight back to the forums to say "can I post yet? can I post yet?" after you've already hassled the player over Google Chat to post 15 minutes ago, even though he's still got 22 hours before it's even an issue.
Can I hold on to this post for 22 hours, though? Oh, I don't think so!
Oh, and just in the back of my mind... if we finish the next encounter before 8:48pm CST tomorrow, we'll have done this whole scenario over PbP in 5 days. No pressure. :-)
It's a scenario with very little filler / fluff. I think it'd be on the short side in real life, but without much roleplaying to do and the ability to do block-rolls over PbP, it's very short for this kind of format.
... oh, and Mikko! Can't wait for you to catch up on this scenario in real life so you can share your thoughts with us.

TheBobJones |

@ Jack
Har Har about the Finarin joke, let me remind you he was 2 levels back playing up a tier and failed saves, and this last encounter, Damo rolled 4 attacks against him, all above 15. He has been on the bad end of some unlucky rolls.
In all seriousness I am going to offer some suggestions to make everyone's game experience better, and pot = kettle, these are my deficiencies too.
1) Pathfinder (3.5) is bloat. No denying it. But we like it or we all would be playing CORE now. So to make life easier for all involved, each PC should fully understand what his character can and cannot do. I cannot tell you how long it took me to figure out Spell Combat, Spellstrike, and I still muffed it in Segang.
2) When using an obscure ability, new spell, or some such, maybe put the rule or description in a spoiler.
i.e. Finarin recalls Snowball using his Pearl of Power
3) We actually stop and take the time to properly divvy up loot and learn what it does. Honestly I know we have some kind of feathers in Dinosaurs, but I have no idea who has them or what they do. I am about to reread the potions in Forgotten after I finish this post, find out how much I am down, and drink some fell good juice.
4) Specify who we are attacking/healing, include DCs and conditions, and describe our mechanics(ie Move 60 haste, Raise ladder - move, Attack from prone)
Like I said, I don't do these so it is not that I am being all holier than thou.

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Can't disagree. Also, I agree that I need to be a little more descriptive when things aren't obvious (and even when they are).
Note: on the pearl of power, I was mostly stating for knowledge purposes... my statement was meant to mean that he could have done it out of combat (before we got there)... I know I tend to forget to post that I want to recall spells myself... need to get better about it.
One suggestion I would make for all of us is to make sure that we
- Take a little time between encounters, to make sure we do everything we need to do before the next. Such as using Pearls of Power, etc.
- Note how loot is being divvied up, such as how I suggested you all do in Forgotten Laboratory.
- Treat everything as a learning experience! Nobody knows every rule by heart. And if you do, you might still get it wrong (such as how I was misruling acrobatics vs. AOOs -- have to spread that one locally as well)
- Never be afraid to speak up -- either in a PM, in the discussion thread, or the gameplay thread. (Pretty sure this group is good at that).
- Not be afraid to retcon -- but make sure that you ask soon enough that the retcon is feasible.
I agree with #4 100% -- especially in PbP where feedback can't happen instantaneously. That's why I really like how Damien labels all the critters (and partially why I keep using the icons for named goblins, so it makes it easier to describe).
----
FYI - I know I sometimes come off as an ass... and I apologize for that. I tend to post when a PM or something like that would be more appropriate, and I tend to state my cases far too much as a "matter of fact", when it is more of an interpretation or opinion (and sometimes wrong).
Again, if I have rubbed people the wrong way, I sincerely apologize.
I sincerely thank you for trying to help me become a better player, GM, and person!

Damien Wilmann |

Hey John and all!
I’ve been thinking along very similar lines (as I hinted at in on the Dinosaurs thread - and Steve unintentionally bore the brunt of that one). I was going to get everything nice and spiffy, ready to add to my regular Play Guide, but I may as well share them now - since you’ve raised it and all.
Much of this started brewing in my head after I read Painlord’s Guide to PbP GMing. The first thing my mind spewed out was my Guide to Recruitment, but this was going to follow shortly after when I’d collected the important stuff.
As for Jack being an ass... I can't say I've ever felt that way. You did occasionally get a bit pushy in character - but that's Hamilton Trask for you!
Recently especially, I’ve been spending too much time on my GM posts. Often this is my own fault! Some of that was because there was very little filler in the last scenario or because I got carried away (case in point for both: the dinosaur chase wall of text!), but sometimes I do spend a while looking up this rule or that, when it would be much easier to just have it to hand from players’ posts.
So, in no particular order, here are my thoughts on some things that we probably mostly do but that I’d like for us to always do. Keep in mind that, as with John’s preamble, I’m as much a culprit as anyone else! This is a work in progress, and I’d really value input from all of you on this. You’ll notice there’s overlap with John’s suggestions, too!
- Actions, actions, actions: Whenever you do more than a move action where you move and a standard action, explicitly post the actions you take when you your post.
Eg. Jim spends an arcane pool point to charge up his weapon (swift), then gets into a flanking position with Bob against Chuffy the goblin (move) drawing his weapon as he closes in (free as part of the move) and bashes him in the face (standard attack).
- Point to the rules: Look up your own rules if you’re unsure what actions are what. If it’s obscure and you think the GM could use them, put the relevant references in your post (spoilered text and/or a URL).
Eg. Mark runs forwards, and kicks him in the nuts (dirty trick) in the hopes of making him sickened.
Dirty trick:
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver. If your attack is successful, the target takes a penalty.The penalty is limited to one of the following conditions:
blinded, dazzled, deafened, entangled, shaken, or sickened.This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.
- Spoiler the results of any readied action: Put the rolls and everything that will happen as the result of your readied action into a spoiler - but not the trigger condition! The trigger action needs to be in the text of the spoiler (or just before it if it’s complicated) for ease of reference.
Eg.
Ready action: when an enemy comes into melee range:
Harry lashes out with his longsword, putting all his effort into it.
Harry longsword attack, inspire courage, power attack: 1d20 + 8 + 2 - 2 ⇒ (15) + 8 + 2 - 2 = 23
Longsword damage, inspire courage, power attack: 1d8 + 5 + 2 + 4 ⇒ (3) + 5 + 2 + 4 = 14
- Assumptions are the mother of long delays: For making assumptions, post all contingencies, spoilered as appropriate.
Eg. If the wall is more than 15ft high, George cast’s fly and flies directly up to as high as he can, out of range of their weapons.
Concentration check to cast defensively (DC 21), combat casting: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21
If the ceiling is lower:George cast’s obscuring mists and runs away.Concentration check to cast defensively (DC 17), combat casting: 1d20 + 10 + 4 ⇒ (13) + 10 + 4 = 27 - Link to all spells you cast: To help with that, include the code in your profile (or Notes app, or whatever else seems appropriate). This also goes for any spell-like ability that you use also. Class or racial features that aren’t SLAs (such as cavalier’s challenge) are exempt - but please make sure their description is on your profile.
- … also, DCs!: Include the save DC explicitly whenever you cast a spell or SLA.
Eg. Luke casts Fireball centered on Rita the goblin. (Save DC 17).
- Tagline info: Keep track of all daily abilities and uses remaining, keep track of current conditions (including ability damage), keep track of charges and consumables used during a scenario (except for pooled uses, such as wand of CLW) - this could perhaps be done on your profile instead. We’ll see how much space it takes up.
Eg. Active conditions: haste | Panache points remaining: 1/2 | Spells left: 1st: 3/4, 2nd: 2/2.
- Attack rolls / damage rolls: Include your mode of attack and all modifiers explicitly (eg. 1d6+4+1 not 1d6+5), including for power attack, inspire courage, range modifiers, bless, etc. Crit confirmations should just say “attack type, crit confirm” and follow directly from the attack. Roll crit damage separately. Oh, and if it’s a touch attack - say so!
Eg. Lucerne hammer, bless, power attack, inspire courage: 1d20 + 8 + 1 - 1 + 1 ⇒ (18) + 8 + 1 - 1 + 1 = 27
Crit confirm: 1d20 + 8 + 1 - 1 + 1 ⇒ (6) + 8 + 1 - 1 + 1 = 15
Damage, power attack, inspire courage: 1d12 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Crit damage: 1d12 + 3 + 1 ⇒ (4) + 3 + 1 = 8 - Keep your tag line stats up to date: With all relevant buff modifications, including charging, etc. If it your AC is actually higher than your tagline, I won’t do a retcon. if you AC is lower than your tagline, I will! Same for saves.
- Would you like grid coordinates back on the maps? Especially for the last battle in Dinosaurs vs Drongos, and with all the Lockwoods going on, it may have helped to have the coordinates.
- Copy paste: To help yourselves out with all of the above, save some templates. You can have a lot of text in an iPhone shortcut, and you can keep it in the Notes app, Evernote, Dropbox, Google Docs, an email draft, your character profile or wherever is convenient and accessible from where you post.
So… how’s all that? As I said, been thinking about this for a while so sorry for anything that has been repeated. Anything to add, change or remove?

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Sounds good.
As for the tagline stuff... maybe try doing what I've been doing for my dailies... have a spoilered chunk. However, there may be a character limit to this, but it seems to work so far for me.
Grid coordinates... I haven't needed them, but will defer to others on that. I like the ideas of adding something for active conditions. For both groups, I foresee this becoming more common, as we get more and more buffing capability!

TheBobJones |

FYI - I know I sometimes come off as an ass... and I apologize for that. I tend to post when a PM or something like that would be more appropriate, and I tend to state my cases far too much as a "matter of fact", when it is more of an interpretation or opinion (and sometimes wrong).
Again, if I have rubbed people the wrong way, I sincerely apologize.
I sincerely thank you for trying to help me become a better player, GM, and person!
Since we only know each other through our interface that is PbP, I can honestly say that I didn't get that impression of you, nor have you rubbed me the wrong way. In RL, I am pretty uncaring about little stuff and tend to forgive/forget a lot with people I know - so no worries on my end of things. That actually extends to all of you.
I also don't take a whole lot seriously and tend to be overly sarcastic.
And I suck at spelling.
But I <3 you all!

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Thanks, good points, everyone! These are good additions to any pbp guide... I'll try my best to follow them. I think the biggest challenge is to have all the additional info when posting from mobile device.
One tip for the tagline info: If you put active conditions / daily powers / usables into a spoiler tag, you'll have them on a separate line in your tagline.
Since Amaranti & Kaisharga rely a lot on attacks of opportunities, what's the best way to give out this information (since the AoO happens on enemies turns). Maybe have the threatened area marked on the map? The rolls already in a spoiler?
@Silbeg: Don't worry. I haven't felt you being offensive at all.

Papasteve08 |

Attitude: I think it is far to easy to project your own mood onto the boards, since it is so hard to convey context in typing. ie: A co-worker just made a snarky comment because they are in a bad mood today, and it was really rude. So when one of my characters can't do something I thought they could, I get mad and think the GM is out to get me. (totally over dramatized and not an actual historical event)
I tend to not take anything personal. I like this group far to much to let anything linger, and if something was nagging at me, I wouldn't hesitate to PM, or bring it up. We have a pretty good thing going here.
Grid Coords: I haven't needed them, and it doesn't seem like we have had much of an issue, even with all the lockwoods lately, so that seems like a personal choice. I would feel bad to have something else that takes up even more of the GMs time...
Posting Pointers: I am totally guilty of posting without full explanations, and assuming the GM knows the rules. And also guilty of not knowing the rules myself, and assuming the GM either knows or will look it up. That really isn't fair to the GM (who already puts in a ton of extra work) and its rather lazy on my part. I will plan on making every effort in the future to include everything I can to make the GM's job easier. This has the added effect of helping everyone else get familiar with other classes/rules as we play.
The knowing your class/character thing is spot on. Of course, it is much more evident at a live table, but it is frustrating to have to sit and wait as a player while someone figures out the basic rules of raging for their barbarian. (that is a live example I am guilty of... Sorry Jason/Sun!) But even on PbP, it is important to know the rules of how your stuff works, and be able to reference it for easy backcheck.
RE: Taglines... Damo/Silbeg/TheBobJones would be better weighing in on this than me, but do our current taglines make sense? How much of the current info, (ie saves, etc) do you reference, or do you already have that somewhere? I tend to run out of characters on my tag lines because I am trying to include wand charges, ki points, etc. I could probably abbreviate some of the things to save characters. Just curious. It would be nice to find a better, more organized way to keep the current list of buffs (and debuffs)

Papasteve08 |

Another question about taglines.... what lines in the profile show up on your tagline?
Obviously Gender/Race (I haven't been able to add anything to them, only gender and race show up for me when I test it)
Class/Levels is where all my info goes currently. Whenever I add anything to other lines it never shows up. Just curious, because a conditions spoiler would be nice, but I am worried I won't have room...

TheBobJones |

@ Everyone
No to gridlines, having made them for EVERY MAP - waste of time, our descriptions are enough.
Tagline seems well flushed out, one thing I hate about HeroLab, is that your profiles do not have all your skills, only ones you put ranks into. Your character sheet should have all your USABLE skills listed, class and usable untrained. For example, Xull at the farm had 4 separate skill checks. With out the skills listed, then the GM has to figure out the other skills that come up. I know that for Finarin I fleshed out all the skills (even ones I cannot use untrained), but I have to audit my others. On second thought, should probably delete the unusable untrained ones.

Papasteve08 |

I have been trying to get better about adding in usable skills that I don't have ranks in, I have so many characters (not nearly as many as Silbeg) though that I don't know what I have done and not done.
One thing I have started doing is keeping a word document for my character profiles. I update it at every chronicle with my updates from hero lab. This way I won't lose my "custom" character sheet layout that I have developed.
Jaender has nearly every spell and ability linked for easier reference for me when I am deciding what I want to do. I had hoped to do this for all my characters, but it was a bigger investment in time than I originally thought. Obviously copy/paste of the BBCode output from Hero lab would destroy all this hard work, so what I have been doing is comparing the character sheet output on one half of the screen, and manually updating my word document on the other. Once I am done, just a quick copy/paste to my profile and my character is updated, and I don't have to re-do my easier-to-read format.
On a completely unrelated note, I started PbP about 9 months ago... ish... and am nearly at 2000 posts for my aliases. Yikes! The majority of that is with this group... which I just think is awesome.

Damien Wilmann |

Gender, Race, Classes/Levels are the 3 fields that appear in your tagline (and in that order, too). Nothing else does. Each of those 3 fields has a character limit, but if you spread your info out over all three, you shouldn't hit the limit.
For HeroLab, you can change which skills to output. I think its on character options (apple+K for me). Right down the bottom, Output Options > Hide Unusable Skills. It's a misnomer, to be sure, but the skills all come out when you uncheck it.
For other Hero Lab bits, I tend to spoiler the hero lab stat-block and keep hyperlinks and useful stuff elsewhere (since it rarely changes... mainly gets added to).
You can also invest some time to do custom output from Hero Lab, if that's the tool you're using. I haven't found that I needed it, but it could help with taglines for sure!
For posting, I'm in the same boat as Steve... started about 9 months ago. 3,000 posts from me, though. Guess we know who's the bigger time waster!
Jyri, I take your point about hyperlinking from mobile devices. If you can take some time to do what Steve has done and link your main spells, etc. from your profile, we may be able to avoid doing it at all. If everyone has it in their profile somewhere prominent, it's 2 clicks for the GM (instead of 1) we probably don't need it in your posts. That way only the obscure stuff that isn't on your profile can be linked. How do our other GMs feel about that?

Damien Wilmann |

On a completely different topic, a few PMs with Jyri got me thinking about adventure paths again.
I think I would like to start running one in the near future, and leave off my PFS experience for purely playing purposes. I'm getting a little frustrated at the restrictive nature, but I also think I enjoy playing through the content more than I enjoy running it. I'm really missing playing Lort!
I'd like to finish the current schedule (posted on the Campaign Info tab for the Zedroom) and then run an AP! If Jyri or Jack would like to GM for our "main" group, that'd be great. If folks would really rather I kept running the Drongos as they currently are (PFS and all), I'll reserve my chronicles for a nameless PC and run it exclusively (not leveling Lort) until everyone hits level 11 or 12.
Otherwise (and even then) let's think about what we'd like to do for an adventure path! I seem to recall everyone was up for it, so long as it replaced a PbP game (which would be mine in this case) rather than adding to our play load.
The first option (other than on the schedule) is whether to do this as PFS legal or not. I expressed a desire to do PFS, but I didn't realize that restricted our adventure choice. For example, Kingmaker isn't PFS sanctioned, and probably won't ever be (same with Wrath of the Righteous). Iron Gods isn't sanctioned, though John Compton says they probably will (but that was 6 months ago now). Mummy's Mask is the latest released AP that is sanctioned.
If we don't go PFS legal, we get some advantages. As well as better choice of adventure paths, I get to muck around with the adventure, change things up, hand-wave easy encounters (or beef them up) and change the written tactics to suit the encounters / group approach more. The main disadvantage is I don't get GM credits (which I don't really care about) and you can't take your character out of the game at some point (if you'd like to leave) and then play it in PFS play.
I guess it depends on which AP you guys want me to run. These are the ones I'd be happy to run, in no particular order:
- Skull and Shackles: buckle swashing fun! I seem to recall someone had already played this before.
- Kingmaker: This would be quite the time investment. I would only want to do this if you were happy to build the kingdom yourselves (no "kingdom in the background" bullsh•t) and keep an up-to-date wiki (which I'll host) about the kingdom and the characters living in it. The campaign tab would get ridiculous to maintain, but a Wiki that everyone collaborates on would be quite a bit of fun. I'll keep the maps up-to-date using Photoshop or Google Draw.
- Mummy's mask: Ancient deadness fun in Osirion.
- Reign of Winter: The frozen north! Need I say more?
- Giantslayer: Dwarves vs Giants. Should be way cool.
If someone has already played the AP, it will be their choice whether to veto it or not. I'm happy to have repeat players if they think they'll have fun. I've played with all of you enough to know you won't bring player knowledge to the gameplay. If it's not PFS legal, I'll also be bringing my own touch to things.
If none of the above work for the group, I'll take suggestions. Perhaps even wait until Hell's Rebels is released.

Lufien "Silvertongue" Loamin |

I think Skull and Shackles would be fun. Lots of pirate street-cred building, along with crazy shipboard combat/cannons, etc. the main drawback I've heard is the ship-chasing encounters tend to be a solo mission for the Captain, which pretty much bored everyone else. With this group, I'm sure we could figure out how to streamline it.
Otherwise, Reign of Winter beckons.
As for PFS legal or not, I don't really care. It would be great to have the chronicles, but I don't think that will influence my thinking.