Spatzimaus
First Post
I can think of a few other strategies that would trivialize the 400-Kobold thing. Here's one using one of my 3E characters I've retired: an Aristocrat 1/Psion(Shaper) 6/Constructor 8. 15th level. Casts as a 13th-level Psion. Don't have the books in front of me so the numbers might be off a bit.
Well first, he's Flying and Invisible. Maybe he's polymorphed into something neat, maybe he just has Inertial Barrier on to deflect the occasional shot. As for AC, he's wearing a breastplate and has a bunch of magical stuff, so even if the kobolds DID target the right square and beat miss chance they'd still only hit on a 20.
Okay, now cast Astral Construct VI, selecting 4th-level constructs. You'll get 3-8 (1d4+1 + 1d3 = average 5.5) pets that each last 13 minutes (130 rounds) and have 3 abilities from the expanded B table. Make sure they have decent DR (either innate or with the Carapace power) and maybe the fast healing one; Cleave and Flight are useful too. Mix the abilities up a bit, to keep things fun; giving one of them Whirlwind Attack is a nice start.
Summoning spells don't break invis, so I'm still up there, flying around. In the meantime, I can just watch as my little buddies rampage through the keep, hunting down individual Kobolds. They don't have to be all clumped together; these constructs move pretty quickly, especially the ones with wings.
If each construct could kill one kobold per round, that's 715 kobolds dead on average. With their attack bonus and movement rate this isn't unreasonable, especially if they get a few Cleaves in. The kobolds can't do much to the pets, either. They'd have to run and hide until the 13 minutes are up, and if I place them right they can block doors nicely. What, a 1HD Kobold is going to Tumble well?
All of this, for only 9 power points for the pets, 3 for the invis, and use of a flying item. If I knew they were nonmagical Kobolds I might even drop to a lower pet spell to save PPs. In our campaign this sort of thing was a standard procedure; much more sanitary than throwing Fireballs everywhere. I used constructs for scouting, "disarming" traps the old-fashioned way, carrying my luggage, you name it.
Don't like this strategy? My point is, there are many magical strategies that allow the mass carnage needed here while only expending one or two spells, with no risk to the party members. Not even close to 25% party resources expended.
Gate in something with damage reduction and tell him to go nuts. Especially nasty if it's something that can Teleport Without Error (like most Celestials) to get past locked doors. Normal summon spells would allow the Kobolds to wait it out.
Spells like Creeping Doom that only do a little damage per round to everything in the area may be annoyances to players, but against a 1d4 HP Kobold?
Or, cast Control Air, set the wind to 100 miles per hour sideways, and watch them fly off. SPLAT. The damage from running into a wall will kill them most of the time, and it effects everyone in the extremely large area. Of course, us bigger creatures are only knocked over, not blown away.
Well first, he's Flying and Invisible. Maybe he's polymorphed into something neat, maybe he just has Inertial Barrier on to deflect the occasional shot. As for AC, he's wearing a breastplate and has a bunch of magical stuff, so even if the kobolds DID target the right square and beat miss chance they'd still only hit on a 20.
Okay, now cast Astral Construct VI, selecting 4th-level constructs. You'll get 3-8 (1d4+1 + 1d3 = average 5.5) pets that each last 13 minutes (130 rounds) and have 3 abilities from the expanded B table. Make sure they have decent DR (either innate or with the Carapace power) and maybe the fast healing one; Cleave and Flight are useful too. Mix the abilities up a bit, to keep things fun; giving one of them Whirlwind Attack is a nice start.
Summoning spells don't break invis, so I'm still up there, flying around. In the meantime, I can just watch as my little buddies rampage through the keep, hunting down individual Kobolds. They don't have to be all clumped together; these constructs move pretty quickly, especially the ones with wings.
If each construct could kill one kobold per round, that's 715 kobolds dead on average. With their attack bonus and movement rate this isn't unreasonable, especially if they get a few Cleaves in. The kobolds can't do much to the pets, either. They'd have to run and hide until the 13 minutes are up, and if I place them right they can block doors nicely. What, a 1HD Kobold is going to Tumble well?
All of this, for only 9 power points for the pets, 3 for the invis, and use of a flying item. If I knew they were nonmagical Kobolds I might even drop to a lower pet spell to save PPs. In our campaign this sort of thing was a standard procedure; much more sanitary than throwing Fireballs everywhere. I used constructs for scouting, "disarming" traps the old-fashioned way, carrying my luggage, you name it.
Don't like this strategy? My point is, there are many magical strategies that allow the mass carnage needed here while only expending one or two spells, with no risk to the party members. Not even close to 25% party resources expended.
Gate in something with damage reduction and tell him to go nuts. Especially nasty if it's something that can Teleport Without Error (like most Celestials) to get past locked doors. Normal summon spells would allow the Kobolds to wait it out.
Spells like Creeping Doom that only do a little damage per round to everything in the area may be annoyances to players, but against a 1d4 HP Kobold?
Or, cast Control Air, set the wind to 100 miles per hour sideways, and watch them fly off. SPLAT. The damage from running into a wall will kill them most of the time, and it effects everyone in the extremely large area. Of course, us bigger creatures are only knocked over, not blown away.