Is there something to protect against ability drain?


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Thanks for all the help

Azalnubizar said:
Therefore I wouldn't use all of your 12 undeads at the same moment.
12 on a hex map
18 on a square map
They fly and can go above.
Add in 5' steps & delays and you can get in 20+

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Now - if your Characters are clever, they will fight with their backs towards each other - preventing too many foes to surround each target.
This leads to a maximum of 4 ghosts per person, I would believe (One front, One from one side - the other attacks the char on the other side -, one from below and one from above).
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Add in diagonals, 6-12 more

Last, but not least, I believe, that an 18th level cleric should be able to turn at least half of the ghosts with one turning attempt.
Ghosts have turn resistance
Start with a level 10 character and thats 14 HD for turning.
With a quite good roll, thats a max of 2 ghosts leaving for 1 turn.
 

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