| Gilfalas |
If you're not fighting ghosts ALL the time then the best way to deal with them is THIS.
That is something I could definitely use. Thank you.
Most attacks from incorporeal creatures don't deal with damage from weapons or natural attacks, generally, they deal some kind of energy damage, and that is not subject to DR.
While you are correct, I did ask for any things that might help Sacred Armor, after I mentioned Ghost Touch.
| MrCharisma |
MrCharisma wrote:If you're not fighting ghosts ALL the time then the best way to deal with them is THIS.That is something I could definitely use. Thank you.
I should clarify there. The reason I said it's good if you're not fighting ghosts ALL the time is because popping one of those every combat would get very expensove very quickly.
If this is something you need more often than "occasionally" then there are probably hetter options.
I can't think of any specifics, but other ways to protect against incorporeal attacks are to increase your touch AC (dodge/deflection/sacred/etc bonuses) and anything that gives you a miss-chance might be helpful here. I feel like there should be some spells on your list that will help with that.
| AwesomenessDog |
Short of Cat's Grace and Shield of Faith, there actually isn't anything only the cleric's list to help in those regards, and since it's a warpriest, they don't get extra domain spells to round out and steal some defensive spells from the wizard list. They do of course have Death Ward to protect against the effects of being hit, and they have the rather weak protection blessing of +1/2/3 Sacred AC, but that's virtually it.
| MrCharisma |
You could also use your Sacred Weapon to add DEFENDING to your weaponz or even just buff your attacks and then fight defensively (with 3 ranks in acrobatics you get +3 Dodge AC when fighting defensively). To be honest though, mozt of the time you're probably better off adding DISRUPTION with Sacred Weapon and just attacking as many times as possible.
| MrCharisma |
Heh, my favourite protection vs ghosts is this:
This cross has a loop at the top. When a living creature wears it as a talisman, it radiates a soft, golden glow. When the wearer is hit by a creature with the energy drain ability, he receives a saving throw to negate the energy drain, using the DC listed for the ability (which usually determines whether temporary negative levels become permanent). If the creature’s energy drain allows an initial saving throw, the talisman grants a second saving throw if the wearer fails his initial saving throw. If he succeeds at the saving throw granted by the talisman, the talisman releases a blast of force that automatically hits the attacker (as per force punch). Moderate necromancy; CL 7th; death ward, force punch.
It's a single use item that costs 1,250gp (or a 1/day item for ten times the price), but it's hilarious.
I did think another spell that couod be useful is SANCTUARY. Cast it at the end of your turn as a swift action with Ferver and it might totally protect you for a round.