Witch Slumber Question


Rules Questions

Shadow Lodge

I was wondering, how does the round rotation for the Slumber hex work?

- Do the rounds the target is asleep start on your turn, or their turn?
- Does the target wake up at the end of his second round of sleep, or their third round?

The way I understand it, the target is asleep for two of THEIR actions, and they awaken on the third round. This could be incorrect, so I decided to ask.


One round lasts from the initiative count the effect began on until the next time that initiative count comes up.

Let me give you an example with just you and the enemy. You go first on initiative count 15 and they go on initiative count 10 (arbitrarily).

Round 1, count 15: You use Slumber Hex. It lasts for 2 rounds.

Round 1, count 10: They are asleep.

Round 2, count 15: You do whatever you feel like. One round passed on the slumber effect.

Round 2, count 10: Assuming you didn't coup de grace them (why didn't you?), they are still asleep.

Round 3, count 15: The slumber effect ends, they wake up, and you get your turn.

Round 3, count 10: They act assuming they're still alive. Seriously, how come you didn't coup de grace them?

Shadow Lodge

mplindustries wrote:

One round lasts from the initiative count the effect began on until the next time that initiative count comes up.

This is a perfect description, thank you. I had a GM today play it like this:

Witch Initiative: Cackles to continue Fortune on Rogue/ Uses Sleep on Big Bad Guy

Big Bad Guy Initiative: Is asleep

Witch Initiative: Cackles / Moves 30 feet to be in coup de grace range.

Big Bad Guy Initiative: Sleeps until the end of his turn, and awakens.

So, I was in position to coup de grace, but when it came to my turn, the Big Bad Guy was "awake" and couldn't be.


At level 1, you really need some teamwork to make Slumber useful. It gets better fast after that, though.


At level 1, you want to wait till an enemy is in melee with an ally before using Slumber. Or even better, ready an action to use it when the foe moves into melee with an ally. That way the ally can coup de grace him when the ally's turn comes up, *and* you get the delight of robbing the foe of (the important part of, at least) his turn. :)

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