LovesTha's page

Organized Play Member. 247 posts (515 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




I'm trying to work out if Elves get to apply their +2 from Elven Immunities when a Vampire is trying to dominate them:

Dominate (Su)
A vampire spawn can crush a humanoid opponent's will as a standard action. Anyone the vampire spawn targets must succeed on a Will save (DC 14) or fall instantly under the vampire spawn's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampire spawns might be able to affect different creature types with this power.

Elven Immunities
Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

It comes down to is a Supernatural Ability that mimics a spell that is a "enchantment" spell an "enchantment spells and effects"?


So I'm trying to design up a character, but I'm having some trouble finding the right options. I want a character that pokes things with a lance. But I don't want the large mount annoyances, so that leads me to a small character race. I'm happy to take the -2 on strength because the lance does good damage anyway.

I can't figure out the optimal class for the character though. Ranger looks good, but so does Paladin. A class that gives an AC to ride is probably best I assume.

Also why is their no awesome flying mount for small characters at high levels. There is no small flying AC that gets bumped to medium or any medium flying AC that stays medium after the L7 stat bump. Can you just choose to not have your AC get the L7 stat bump?


Why do tiny and smaller quadrupeds have a penalty to their carry capacity compared to their bipedal friends?


I'm unsure what the duration of a stunning fist used to fatigue a character is. I really can't make my mind up between 1 round and till they rest.

"At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds."

All the rest of the alternative conditions list a duration.