Author Topic: Roaming the land, auto-winning encounters.  (Read 1474 times)

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WarlockLord

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Roaming the land, auto-winning encounters.
« on: July 23, 2011, 02:07:20 AM »
So I got two new splatbooks in the mail today, Heroes of Shadow and Heroes of the Fallen Lands.

I was looking through the latter when I noticed the 15th level wizard power Slumber of the Winter Court.  The cool thing about it is, on the first save you fail, the target goes unconscious for 1d4 hours.  There is also a save against being slowed and dazed, which enables the spider familar.

Now that most (but not all) save ends stuff ends on the first save...

Tiefling Wizard 10/Entrancing Mystic 10/Archspell 10

Taking Spell Focus and the Spider familiar, that's a -3 on the save.  Entrancing Mystic adds -5 if you are within 3 squares.  This is permanent, so -8.

Then you add the Orb of Imposition, cunning staves, phrenic crowns, etc to get more save penalties.

Use archspell to turn it into an encounter power.

Am I missing something here?  I know they awaken if they take damage, but you can always take them and throw them in lava or something.

awaken DM golem

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Re: Roaming the land, auto-winning encounters.
« Reply #1 on: July 28, 2011, 11:58:29 PM »
Not bad.
iirc - You'd need a Coup De Grace build to finish them off.

That power shows up in quite a number of builds, back at wizard's CO.
So there's lots of combos to make it work before level 30.
 :)