Logan Holt's page

Organized Play Member. 74 posts (3,576 including aliases). No reviews. No lists. 2 wishlists. 6 Organized Play characters. 24 aliases.



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Not sure if this is rules discussion or advice.

I'm brand new to PF2E, so forgive my ignorance.

The spell gust of wind. Since it is a line, if the target succeeds, fails, or critically fails their save, can they just take move 5' to the side and advance normally?


I'm brand new to pathfinder's second edition, and I'm making my first character. I've tried searching, but can't seem to find a reliable answer. At 3rd level, when I gain access to 2nd level spells. Can I add a 5th 1st level spell to my Repertoire instead of a 2nd level spell?


A few spells (Glyph of warding for example) say an area "5 sq. ft./level".

Does this have to be a square, or is it shape-able as long as it's total area does not exceed 5 sq. feet/level. It doesn't have the (S) to say it's shapeable, but square feet areas do not have to be square.


I am unable to find an answer to this.

If a caster has an antimagicfield cast on themselves. Can they cast a spell that has effects outside of the field.

For example, could the caster use holy smite targeting only targets outside of the field. It is not being "cast into", "brought into", or "used within".

antimagic field wrote:
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.


Can't seem to find the answer so I thought I would ask.

My PC found a ritual that summons a nightmare. The wording on the ritual is "...the nightmare will serve the person who performed the ritual faithfully for the life of its master."

I know when a summoned creature is killed they return to their home plane and reform over 24 hours.

So, would a nightmare in this case use its Plane Shift racial ability to return to the material plane if the master has not died.


Crush Armor wrote:
When you deal damage to a foe’s armor with a successful sunder combat maneuver check while using a two-handed weapon, the foe must succeed at a Fortitude save DC = 10 + 1/2 your base attack bonus + your Strength modifier) or be fatigued for 1 round. If the armor has the broken condition after you damage it, the foe must continue making this save every round until he removes the armor or the armor loses the broken condition. If the armor is destroyed by your sunder attempt, the foe is automatically fatigued for 1 round. The foe cannot become exhausted this way.

Using this feat, if the armor were destroyed I know the first round is automatic. Does the person in question then have to make the fortitude save as though it were broken also.

On the subject of destroyed items. If armor or weapons are destroyed. What happens, is it treated as though they're just gone. Does ACP apply, anything? (Very new to the sunder rules.)


Hi, this came up in a recent game.

The spell True Seeing states that is is subject to spell resistance.

Does that mean:
A. The creature receiving the spell must have his spell resistance overcome to gain the benefit. Then he can see through effects regardless of other creatures spell resistance.
B. The creature receiving the spell must have his spell resistance overcome to gain the benefit. Spell resistance must also be overcome to see through the illusions on creatures will spell resistance. (ie. to see an invisible dragon with SR, you must overcome that SR for true seeing to see through the invisibility.)


As stated above. A campaign idea I've been trying to expand on. I would love any ideas you guys have.

The basic premise is, something the party does early in the adventure (not too early of course) fulfills a church's ancient prophecy. That prophecy also foretells that the one who completed the something would be the messiah that will do a different something.

The twist is, that the party completed the something together. So technically, any one of them could be the messiah. Made worse, is different factions of the church interpret the prophecy differently. In faction (A) they believe that the messiah is obviously the fighter, and anyone who believes otherwise is a fool and not a true believer. Faction (B) knows better though, as it is obviously the wizard. Only he is smart and wise enough to possibly bring about a different something. Etc. etc.

So, the party has to protect the (town, country, world) from a great danger, keep the church from destroying itself from infighting over them, and maybe along the way bring about the messiah's task.

I love the idea, and obviously it is in the very early planning stages so feel free to go crazy with it. I'm happy to hear any idea and shamelessly steal it.


I'm trying to decide how to handle a situation. The spirit in question is a good character who wants to stop an evil ritual. He dies fighting the villains running the ritual.

He would want to be restored to life, if he knew he would be able to return to fight the villains.

But, the villains need him alive as a sacrifice for the ritual due to his ancestor's actions. So, he would not want to come back to be their prisoner and sacrifice.

Would he know anything about who is casting Raise Dead to decide if he is willing to return?

If you can please cite the source of your answer. I don't care if it is from pathfinder, D&D, 3rd party, whatever. Just looking for ideas.


I am having a lot of trouble deciding what to charge a player for this.

The player is playing a Tiefling with the Vestigial Wings alternate racial trait. She stated early on that she eventually wanted to make the wings function when it was campaign appropriate. The group is now 7th level and I am ok letting it happen soon. The issue I'm running in to is cost.

Here is what I'm looking at.

1. Custom Magic Item Creation rules would say making the Fly spell continuous would be 3rd level spell x 5th level caster x 2000 gp x 2 for continuous. That means 60,000 GP for 120,000 GP for one that does not take up a body slot. That also makes it a magical effect that can be dispelled.

2. Aasimar have the feat Angle Wings but that requires two feats to get to and character level 10. It also doesn't take into account that her character already has wings that don't function. That is also a pretty heavy cost, but it is natural flying.

3. Looking at the racial creation, flight is only 4 RP. While that is a cost, it doesn't seem to comparable to the other two ways.

I am open to suggestions, or anything else I'm overlooking.


Does anyone have a guide for how to spend an NPC's wealth by level.

I know the core rulebook has the breakdown of how much to spend in each category, but I was looking for something more along the lines of how feats are done for creating npcs.

A breakdown of common items for this type of class at this level.

Any help would be greatly appreciated.


I have a question, and I may be missing the answer so I would love assistance. My players have a companion that is large sized. They only way to get where they are going is to go through a small sized mile long tunnel. (specifically it is 5 ft high, 5 ft wide. and 1 mile long.)

Is there any way for the large creature to squeeze through.

Is there any magic they can use to get him through? (reduce person has too short of a duration to make it through and they are only 4th level.)
This option is probably moot as they're in a small town with a 1,500 gp purchase limit. Max caster level 3rd.

Side note-what happens if reduce person runs out while he is in the tunnel?

Thanks everyone!


Hello, I have not had a lot of experience buying boosters of minis. Mostly because I only want a few out of each set. With Rusty Dragon Inn though, I loved all except a few. I am giving thought to buying a case.

My question then becomes, what are my odds of getting all the minis from a set by buying a case?


The Advanced Weapon Training Feat in the Weapon Master Handbook. Could a swashbuckler take this since they have swashbuckler weapon training?


I am very new at using the settlement stat blocks, so my information may be incorrect.

The Book has Kintargo's stats listed as

Corruption +0; Crime –2; Economy –1; Law +4; Lore +0; Society –2
Qualities academic, cultured, defiant, rumormongering citizens, strategic location
Danger +20; Disadvantage martial law

I can not figure out how they calculated that.

Corruption = +2 (+2 Overlord)
Crime = -1 (+1 Chaotic, -2 Overlord)
Economy = +1 (+1 Strategic Location)
Law = 0 (+2 Overlord, -1 Cultured, -1 Defiant)
Lore = +2 (+1 Academic, +1 Rumormongering Citizens)
Society = +2 (+1 Good, -2 Overlord, +1 Cultured, +1 Defiant, -1 Rumormongering Citizens)

Even if you apply martial Law that only gets:

Corruption = -2 (+2 Overlord)
Crime = -3 (+1 Chaotic, -2 Overlord)
Economy = -3 (+1 Strategic Location)
Law = +2 (+2 Overlord, -1 Cultured, -1 Defiant)
Lore = -2 (+1 Academic, +1 Rumormongering Citizens)
Society = -2 (+1 Good, -2 Overlord, +1 Cultured, +1 Defiant, -1 Rumormongering Citizens)

What am I missing?


It’s been only a week since the Night of Ashes, but already the city feels like a different place. Thrune’s first seven proclamations have given the city’s citizens a grim preview of the times to come. For a city that prides itself on its diversity, creative spirit, and artistry, the yoke of martial law is particularly onerous. With Barzillai Thrune’s inquisitors and dottari (Chelish city guard) thugs growing increasingly aggressive in their enforcement of martial law—and his increasingly ridiculous proclamations—the undercurrent of revolution is building in the city. The Night of Ashes only delayed the inevitability of a full-scale rebellion, and the first real hint of Kintargo’s future, and the PCs’ role in it, occurs as this adventure begins. The atmosphere in Kintargo is tense. Numerous minor protests against Thrune have popped up, only to be quickly dispersed by dottari, Hellknights of the Rack imported from the south to aid in crowd control, or the local militia known as the Chelish Citizens’ Group. It’s been a week since Thrune seized control of the city, and word on the street is that the largest protest yet will be gathering in Aria Park, just south of the Kintargo Opera House where Barzillai Thrune has made his new home.

Each of you have his or her own reason for wishing to attend this protest. The day dawns with a light drizzle as dozens of Kintargans gather at the northern end of Aria Park, across the street from the opera house, to protest the paracount and his proclamations.


Welcome one and all.


Welcome one and all. I have decided to start my own Hell's Rebels as I've yet to get into a game of it. The player's guide for the campaign is free online so please read it and make an appropriate character.

Character Creation Guidelines:

Starting Level: PC will start at 1st level.
Alignment: Any Non-Evil. The campaign encourages Chaotic Good themed.
Ability Scores: 20 point buy.
Class: Any Paizo, I am willing to look at 3PP items if you can send me a link.
Race: Any Core race or recommended race in the players guide is fine. Any paizo may be used with a good story reason.
HP: Max HP at 1st level. All other levels are rolled. At each level you may attempt to reroll each past level and take the greater result.
Traits: 2 traits, one of which must be a Campaign Trait. You may take a Drawback for additional traits. You also gain a "Reason for Protesting" mini-trait.
Base Starting Money Maximum starting wealth for your class.

Additional Rules
Automatic Bonus Progression from Pathfinder unchained.
Background Skills from unchained will be used.
Unchained Summoner must be used, all other unchained classes are optional.

I would like your Background done in the following way. Any additional is appreciated, but this is your minimum.

Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.

Example: Martin Tenbones:

1) He is a former pirate and retired adventurer and now owns a tavern in the city of St. Clarice.
2) He is outgoing and charismatic, and attempts to keep abreast of all the local gossip and juicy secrets that pass his way, because he believes that knowledge is power.
3) He and his former adventuring band fought against the forces of the pirate captain Craven, who was a major lieutenant for the current Dread Pirate Hellbeard. He used the wealth that he acquired to build his tavern, but he sometimes worries that the pirates may one day decide to find him and extract revenge.
4) Though he is still friends with most of his former adventuring mates, some of them parted the group on bad terms. His girlfriend went back to the sea to fight pirates once more, but he received word that her vessel was taken by Hellbeard and believes she was killed. He mourns her death.
5) Although he is retired, he can be convinced to adventure again if he hears that Sasha (his lost love) may still be alive, or if he is contacted by the White Foxes during a crisis (see secrets).

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.

Example: Martin Tenbones:

1) I would like to see Martin reunited with his lost love and perhaps able to mend fences with some of his former adventuring buddies over the course of this campaign.
2) It would be cool to have Martin face and possibly defeat the Dread Pirate Hellbeard once and for all.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Example: Martin Tenbones:

1) Martin is a member of the White Fox Society, a secret society dedicated to keeping Coralton free of tyranny and evil, as well as keeping local governments honest. He provides information and rumors to them, but can be convinced to take a more active roll if
2) Sasha LeBell, Marin's lost love, is still alive. She was captured by the Dread Pirate Hellbeard and has been kept as his captive for all these years.
3) (Example of a secret I might make up about your character): Not only is Sasha alive, but also she has escaped captivity and killed Hellbeard. She has taken over his ship and crew, and has turned to piracy out of bitterness. She now IS the new Dread Pirate Hellbeard!

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Example: Martin Tenbones:

1) Martin's friend Audric Cwellen was one of his adventuring mate. Audric, a holy warrior in the service of the Goddess of Love, is the leader of the local cell of the White Fox society, and provides Martin with information and adventure hooks.
2) Another of Martin's old traveling companions, Aubrey LeVaine, is not as helpful as Audric, because they quarreled over the love of Sasha, and Aubrey is still bitter about losing her to Martin. Still, he can provide some magical support if Martin can convince him to let go of his hate.
3) Yebin Thistledown is a strange little creature from the Feywild called a gnome. Martin met the gnome in the Shroudmist Forest and saved him from a pack of Howlers. The Gnome makes all sorts of alchemical items and gadgets, and loves collecting odd souvenirs and items, as well as "recreational herbs." He operates a bizarre patchwork shop in the Rue Angélique district.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

Example: Martin Tenbones:

1) Martin remembers growing up in a tavern as a young boy, helping his mother with the cooking. This started his own interest in the culinary arts.
2) Martin remembers the panic he felt when he discovered that the ship he signed on to was a pirate ship after a brutal attack on a merchantman. He vividly recalls the smell of blood and burning timbers.
3) Martin often recalls the goodbye kiss he gave Sasha when she left him. No kiss he's had since ever compares to that memory.

Houserules!
Detect skills (chaos, law, good, evil) only function against characters and classes that specifically have auras. (IE a cleric). It does not detect a characters alignment. This is done mostly for a story game play idea for me.
I also use Trailblazer RPG's replacement for iterative attacks.

Trailblazer's iterative attack:

At 6th level a character's iterative attacks is there attack at -2/-2
At 11th level a character's iterative attacks is there attack at -1/-1
At 16th level a character's iterative attacks is there attack at 0/0.

Last, I want to know what times you are active on the forums and how often you can post.

If you have any questions at all, please post or PM me. I am happy to do whatever I can to bring in the best team possible.


I am wanting to start a new campaign. I am able to post often from work, my problem is, I am unable to do maps from work. So I am curious what AP lends itself best to a "theater of the mind" campaign.


So I am starting a new campaign and I am considering using a new houserule. I am wanting to remove full attacks, that way all characters may take their full attack every turn. This will apply to both PC and NPCs.

We currently use trailblazer's version of iterative attacks. That does the following
Pathfinder 6th level 0/-5 Trailblazer has -2/-2
Pathfinder 11th level 0/-5/-10 Trailblazer has -1/-1
Pathfinder 16th level 0/-5/-10/-15 Trailblazer has 0/0.

Can anyone think of any problems this rule would create. Corner cases or major flaws that I could be overlooking?

Shadow Lodge

Damiels 3rd power reads, "You gain the skills Arcane and Divine equal to your Craft skill while you play or when you would banish a spell that does not have the attack trait."

The FAQ states to add "until the end of the step"

This came up during play last night and I'm curious if this would work. Damiel encounter a bane that needed a divine check to beat. He played the spell Speed on the check, stating it gave him the divine skill until the end of the turn since the spell is active for the whole turn.

Would this work? If not why?

Shadow Lodge

The campaign HERE had the GM disappear. One of our players has offered to take over. Can we get him placed as the GM for this campaign.

Shadow Lodge

Trying to decide between Zarlova and WotR Kyra.

Shadow Lodge

On Kyra's second power when it says "When you use the above power or play a blessing that does not have the Corrupted trait on another
character’s (□ or your) check to defeat"

Does this mean any check to defeat or only checks to defeat that could be used in the above power.

I believe it means any check to defeat, but I want to be sure.


So I have a question on the Theurge.

When I get the 3rd level, how do my bonus spells work. Say I get a bonus 2nd level spell of both types, what can I prepare?

Do I get 2 of whichever type I choose, or am i treated as though it were 1+0?

Shadow Lodge

Reward wrote:

The party gets all the allies under this card.

Each character draws an ally that has an adventure deck number of 5 or lower from the box.

Does this mean that characters add the allies under the scenario card like plunder, or is this allowing more than one reward card?

The wording is not completely clear. I am assuming plunder, but I wanted to test other's opinions.

Shadow Lodge

Does hosting/running Pathfinder Adventure Card Guild games generate table credit?
When I first started to report, they were giving me table credit towards my GM stars, but when I reported for the convention last week, I noticed all my table credit from PACG were gone.


I have a character that would like to play a Tiefling in an upcoming campaign. She would like her parent to be a Erinyes Devil. As such she would like her character to be able to fly. Using the race builder that is easily done. Giving her wings for 4 rp and 2 rp for poor flying. My issue is I want this character to still be in line with the rest of my players as they are mostly humans and half-elves. What other powers would you give the Tiefling that would give her power without overpowering.

Second I would like the Tiefling to have change shape, lesser (3 rp) so she can appear human when she needs to be, but that makes it even harder to match her to the rp 10 humans. Also does anyone know why Outsiders cannot have change shape?

As it stands now it would be Outside (native) 3, flight 6, change shape (lesser) 3 = 9 without anything else.


As stated above, the world in question Divination spells do not exist whatsoever. I am looking for suggestions on what to replace the Paladin, Antipaladin, and Inquisitors class features that is relatively in line with their power.


Has anyone created player friendly versions of the maps from WOTW for use in roll20 or maptools?


I was wondering why my VL and GM stars are not showing. I have been VL since Nov. and earned my GM star in Jan. I know they are suppose to take time to show up. I just wanted to ensure there was nothing I had to do to set them to appear.


Do you guys have a specific program you use or what? How do you present the scenarios, adventure paths, etc to your characters? I've tried adjusting them down but they come out nearly unreadable when shrunk.

Shadow Lodge

My fiance has just started playing Pathfinder so she is still very new to the rules. Her current character in a kingmaker campaign is a ranger archer built with bullseye shot and Vital strikes. She enjoyed it for the big hit and decent damage. She added Greater designating to her bow to be better party support since she basically never missed.

We're close to wrapping up our current campaign so the next campaign we will be playing in Wrath of the Righteous. Characters can only worship Asmodeus and it is strongly preferred we be Lawful Evil. She wants to play an archer again, but she wants this one to feel radically different. She is still less than comfortable with role-playing but she wants to try more. (Some interaction skills, but not party face.) She wants a good number of skills, and was leaning towards playing a rogue. She is struggling with how to do reliable damage as a rogue when she can not flank. She definitely does not want an overly complicated build, and does not want a min/maxed build.

The players in this group are not optimizer. (her bullseye shot and Vital Strike build is the strongest damage in the group unless the groups cavalier is mounted to give an idea of their builds.)

Shadow Lodge

I have run into two issues and I am wondering if I am doing something wrong.

1. All character I have created for myself are all generating the same character number. I created my Kyra cleric first who had a -1001. Then I attempted to make another Cleric Zarlova who should have been my -1002 but she also generated at -1001. My third character Jirelle should have been -1003 but it also became -1001.

2. There is no way to register the Rogue deck under the name Jirelle.

Any help would be appreciated.


If I wanted to use them in a virtual tabletop or for my projector to tabletop game table, how would you remove these labels without messing the map up?

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