Ghost + Freedom of Movement =??


Advice

Dark Archive

Is there any reason why a ghost would choose Freedom of Movement as a spell? I can't think of one.


I've seen a ghost get grappled, but it's pretty rare and that is about the only justification.

I imagine if the ghost had been a sorcerer or oracle in life and had chosen it then, there wouldn't be much option to get rid of it.


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One of the abilities a ghost can have is:

Malevolence (Su): The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours.

Now i could see casting freedom of movement.


And I believe +1 ghost touch nets are popular anti-ghost weapons in certain circles.

Liberty's Edge

Ipslore the Red wrote:
And I believe +1 ghost touch nets are popular anti-ghost weapons in certain circles.

That's one remarkably genre-savvy ghost.

Dark Archive

drbuzzard wrote:
I've seen a ghost get grappled, but it's pretty rare and that is about the only justification.

How?

drbuzzard wrote:
I imagine if the ghost had been a sorcerer or oracle in life and had chosen it then, there wouldn't be much option to get rid of it.

I'd be using the retraining rules in Ultimate Campaign to switch out the spell.


I may have a character who possess a ghost touch net.


Halt undead.

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