How to deal with Shadow Creatures?


Advice


So my min maxed wizard got killed by a shadow last night from Three attacks of a shadow. After I died all the party had left was the pregen cleric that had a chance of defeating the thing(rolled only 2s and 3s on the channel positive energy). All the other characters, couldn't touch it. Are there any cost efficient ways a non magic user can effectively fight them?


Holy water?

Wand of Cure Light Wounds

Ghost Touch Weapons

Silver Crusade

Buy a magic weapon.

Liberty's Edge

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Ghost salt weapon blanch, in particular on some arrows or firearm bullets. It's even in the Core Assumption (for now).


Shadows have the Incorporeal Subtype.

Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

The Exchange

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Withdraw action. You stood around and took three attacks when you should have been out of there after the first one. You don't have to be fast, just faster than the guys in medium & heavy armor.

Sovereign Court

How about Oil/Scroll of Magic weapon? at 50/25gp a pop, it is cheap enough that a 1st level PC with a single adventure under their belt can afford it...

Apply it to the Fighter's sword, and then retreat to a safe distance ;-)

Liberty's Edge

For non-magic users?

UMDing a wand of magic missle or CLW might help. Aside from that most methods of dealing with incorporeal creatures rely on magical weapons.

Shadow Lodge Contributor

Paz wrote:
Ghost salt weapon blanch, in particular on some arrows or firearm bullets. It's even in the Core Assumption (for now).

+100 times this.

Even characters of mine who don't do physical combat keeps a set of ammo (arrows, bolts, bullets, slingstones) with ghost salt weapon blanch on them at all times, even if it's just to toss the quiver/pouch to the party's archer/someone in an emergency.

For 200gp for 10 pieces of ammo, it could be a life-saver.


Pathfinder Maps, Starfinder Maps Subscriber

More importantly, already applied Ghost Salt on a backup weapon. You need a flame and a bit of time to apply weapon blanches. It's best to have a weapon already coated and just keep it laying around.

Weapon blanch (ghost salt) wrote:
This gritty alchemical powder is made from exotic minerals mixed with an infusion crafted from the ectoplasmic remains of destroyed incorporeal undead. When rubbed onto a weapon that is then placed over a hot flame for a full round, ghost salt melts and forms a temporary coating on the weapon. The blanching gives the weapon the ability to do full damage to incorporeal creatures, even if the weapon itself is nonmagical. An application of ghost salt remains effective until the weapon makes a successful attack. Each dose of weapon blanch can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time (see the Advanced Player’s Guide for other forms of weapon blanch).


David Montgomery wrote:

More importantly, already applied Ghost Salt on a backup weapon. You need a flame and a bit of time to apply weapon blanches. It's best to have a weapon already coated and just keep it laying around.

Weapon blanch (ghost salt) wrote:
This gritty alchemical powder is made from exotic minerals mixed with an infusion crafted from the ectoplasmic remains of destroyed incorporeal undead. When rubbed onto a weapon that is then placed over a hot flame for a full round, ghost salt melts and forms a temporary coating on the weapon. The blanching gives the weapon the ability to do full damage to incorporeal creatures, even if the weapon itself is nonmagical. An application of ghost salt remains effective until the weapon makes a successful attack. Each dose of weapon blanch can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time (see the Advanced Player’s Guide for other forms of weapon blanch).

Yup. One dose of ghost salt and a wand charge of abundant ammunition will allow pretty much any archer to indefinitely hit incorporeal for full damage (after that first round of activating the wand and doing nothing).

Dark Archive

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You should be buying oils of magic weapon at low levels to deal with DR/magic and incoporeal. And a lot of classes can use wands of cure light wounds, and by game two characters of those classes should have used 2PP to get such a wand. Use it as a weapon against the ghosts.

There are things in PFS that you absolutely have to be prepared for, or they will kill you or force you to flee and not finish the mod. Incorporeality is one of these things. Swarms are another. You're a well trained pathfinder, you need to start thinking ahead.


CLW wands are a bit iffy since it is 1d8+1 base with a save for half damage. 1d4 is better than nothing but if you are that desperate, things have gone very wrong.

Dark Archive

Pathfinder Adventure, Adventure Path, Maps Subscriber
Victor Zajic wrote:
You're a well trained pathfinder, you need to start thinking ahead.

I cannot favorite this sentiment enough!


Doug Miles wrote:
Withdraw action. You stood around and took three attacks when you should have been out of there after the first one. You don't have to be fast, just faster than the guys in medium & heavy armor.

Well Yeah, that is a great Idea, However, I also failed a fortitued save in the same round I was attacked. I was then affected by the smoke filled room, and was sickened or something like that. I did withdraw, but I was relegated to a single move action. Not quite enough to move faster than everyone else. They were also closer to the door at the time as well. So there was no time in which I was farther away from the shadow than any of the other players. Very frustrating, but I knew it meant death when it attacked from a hidden position.

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