How do you defeat Ghosts?


Advice


Especially when they possess your teammates?

Sczarni

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You don't defeat Ghosts, you bust them.

Liberty's Edge

Have a wand of protection from evil handy. That's 50 re-rolls at +2 for 750gp.

Grand Lodge

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Power pellets.


Disable your friend without killing him (I'm guessing it's the fighter, isn't it?). Between grappling him, exorcising him, and just non-lethal damage, you should hopefully be able to subdue him.

As for beating incorporeality, you can attack a ghost with magic weapons for half damage or get ghost touched weapons to do full. Of course, to truly defeat it, you need to figure out what it wants from you and the meatpuppet it has taken over. Every ghost has a purpose and reason for why it's stuck in this realm. Once you figure that out, then it'll go away.

Unless it is being a prick...

What's your party's make-up, level, and gear?


All level 13 with standard gear (~110kgp):

Barbarian (was possessed)
Alchemist
Bard
Oracle
Wizard

Our Tank missed the session...how convenient.

Liberty's Edge

Have the Oracle zap the Barbarian with Protection from Evil. It's an absurdly useful spell and thus might be on her spells known list if she's aware of its utility.

If not, the Wizard should probably have one prepared, for the same reason. Or, at the very least, someone has a scroll, maybe? Break Enchantment might do the trick, too, not sure. As might something like Dispel Evil.


Hold them in a tight stream, then lower them into the trap. Insert the trap in the containment grid, release the lever, and once the light is green, the trap is clean.

That or pottery. And crying seems to help.

The Exchange

Mark Hoover wrote:

Hold them in a tight stream, then lower them into the trap. Insert the trap in the containment grid, release the lever, and once the light is green, the trap is clean.

That or pottery. And crying seems to help.

Nice!!


Axebeard wrote:

Have the Oracle zap the Barbarian with Protection from Evil. It's an absurdly useful spell and thus might be on her spells known list if she's aware of its utility.

If not, the Wizard should probably have one prepared, for the same reason. Or, at the very least, someone has a scroll, maybe? Break Enchantment might do the trick, too, not sure. As might something like Dispel Evil.

Yeah that would had been great if we knew we were fighting a Ghost and could Protection from Evil up the party before going in, but what should we had done once the Barbarian was possessed?

When he was possessed he had high will saves, SR, and lifesense.

What I'm alluding to is if there is a spell to remove possession?

"Are you a god?"

Liberty's Edge

harmor wrote:


Yeah that would had been great if we knew we were fighting a Ghost and could Protection from Evil up the party before going in, but what should we had done once the Barbarian was possessed?

Tried Protection From Evil anyway! What can it hurt?

harmor wrote:
When he was possessed he had high will saves, SR, and lifesense.

SR and lifesense are meaningless vs. Protection From Evil. The Will Save is a problem, but it's still an option worth trying if you have any casters who actually have Save DCs worth a damn (and you should). Especially if your Oracle has anything like Heighten Spell or your Wizard has a Rod of Heighten.

And, for reference, the Ghost shouldn't have been able to Rage while possessing the Barbarian, and it's debatable whether it could even use his Feats...so this really shouldn't have been that tough a fight.

harmor wrote:
What I'm alluding to is if there is a spell to remove possession?

Not specifically. Dispel Evil and Dispel Magic both might work, as might Break Enchantment and Protection from Evil.


The clear spindle IOUN stone, when put into a Wayfinder, protects you against being posessed as well as other mind effects. I believe it only cost 2000GP plus the 500 for the wayfinder.

It is the perfect gift for any weak willed figher type you wouldnt want murdering his own party members!!

as for getting him unpossessed...well...i cant think of anything but, an ounce of prevention is worth a pound of cure.


I don't know what mechanics PF uses for possession. The Bestiary for "Ghost" doesn't seem to support possessing living creatures, so who knows?

If the monster is custom using a dominate spell-like ability or something, look for things that work on that. That isn't a terribly good base for possession, though, given that the possessee would get automatic Will saves every time it did something really against its nature.

(Maybe I'm missing where possession rules are?)


blahpers wrote:

I don't know what mechanics PF uses for possession. The Bestiary for "Ghost" doesn't seem to support possessing living creatures, so who knows?

If the monster is custom using a dominate spell-like ability or something, look for things that work on that. That isn't a terribly good base for possession, though, given that the possessee would get automatic Will saves every time it did something really against its nature.

(Maybe I'm missing where possession rules are?)

it's the Malevolence ability. Allows them to Magic Jar someone


Odraude wrote:
blahpers wrote:

I don't know what mechanics PF uses for possession. The Bestiary for "Ghost" doesn't seem to support possessing living creatures, so who knows?

If the monster is custom using a dominate spell-like ability or something, look for things that work on that. That isn't a terribly good base for possession, though, given that the possessee would get automatic Will saves every time it did something really against its nature.

(Maybe I'm missing where possession rules are?)

it's the Malevolence ability. Allows them to Magic Jar someone

Ouch. That's rough. If it were a spell, you could simply dispel magic. If there was a receptacle, you could simply destroy it. At this point, you're up against the GM as to what is possible. I'd suggest anything that boosts their Will save followed by protection from evil until it suppresses the effect. After that, magic circle against evil to temporarily suppress the effect as long as they remain in the circle. Stick 'em in the middle, hope that they make their Will save, then leave them there while you figure out what's going on (preferably with someone to guard them in case anything goes amiss). All of this assumes that the GM rules that the modified magic jar works like other compulsion effects.

Barring all that, grapple with Aid Another, pin, tie up with the entire party's stock of rope/chain/manacles/iron bands of binding. Stick 'em somewhere where they can't hurt themself or others.

Good luck!

Liberty's Edge

Zap him with protection from evil anyways!

"Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person)."

Another saving throw against any effect that possesses you!

Isn't that what you wanted? Just keep hitting him with it until it works.


Wait, just thought of something; ray of disruption. It doesn't do anything to the fighter's body but the ghost riding it will keep getting a jolt every time until 1) he lets go, 2) you die, 3) he dies. Would this work?

Shadow Lodge

beat the snot out of the barbarian, then beat the snot out of the ghost, then burn the ghosts body. if you cant find the body... then you run like hell and never return.


Oracle of Sunder wrote:

The clear spindle IOUN stone, when put into a Wayfinder, protects you against being posessed as well as other mind effects. I believe it only cost 2000GP plus the 500 for the wayfinder.

It is the perfect gift for any weak willed figher type you wouldnt want murdering his own party members!!

as for getting him unpossessed...well...i cant think of anything but, an ounce of prevention is worth a pound of cure.

In our game we don't use Method 1 from Seekers and Secrets with the IOUN stone in the Wayfinder for Resident powers. We use Method 2 which is a random roll on a table. So wish me luck!!!


blahpers wrote:

Barring all that, grapple with Aid Another, pin, tie up with the entire party's stock of rope/chain/manacles/iron bands of binding. Stick 'em somewhere where they can't hurt themself or others.

Good luck!

Yeah, that wasn't happening when he's going around with like a high 20's strength and a mid-30's CMD. Our party make-up wasn't designed to take out the Barbarian since we were missing our Tank.

We ran away though with only the Oracle dead.


TheSideKick wrote:
beat the snot out of the barbarian, then beat the snot out of the ghost, then burn the ghosts body. if you cant find the body... then you run like hell and never return.

At least IMC burning the body would probably only anger the ghost, unless the reason for the ghost existence was improper disposition of the body and you followed cremation rites for the ghost's culture. It might even get a fire-themed template or some kind of fire-related powers!


Axebeard wrote:

Zap him with protection from evil anyways!

"Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person)."

Another saving throw against any effect that possesses you!

Isn't that what you wanted? Just keep hitting him with it until it works.

While that works it only works for the duration of the spell. This will buy you time while you look for way to remove the possession.


Get yourself a Spirit Planchette and have yourself a little chit-chat with Mr. Ghost!

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