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Countering Harm
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<blockquote data-quote="MeanGenes" data-source="post: 81715" data-attributes="member: 651"><p><strong>Some harm defensive tactics:</strong></p><p></p><p>1) Spell resistance. Get something with a ton of spell resistance through either natural ability or spells.</p><p></p><p>2) mirror image. Touch the wrong image, charge goes poof.</p><p></p><p>3) undead illusionist. Use illusions to give the appearance of being alive. He touches undead with harm and he's healed back to full (-1d4).</p><p></p><p>4) incorporeal opponent. He can't harm what he can't touch. Have your big bad guy cast Ghostform (T&B spell).</p><p></p><p>5) High touch-attack AC. Natural armor and armor bonuses do not work against harm. Buff up the bad guy with other AC bonuses with dodge and expertise feats, rings of protection (deflection), gloves of dexterity, and shield spell (cover bonus). </p><p></p><p>6) Concealment. Same effect as high touch-attack AC. Use blur, displacement, blink, improved invis, etc.</p><p></p><p>7) Range. Unless he has the reach feat or the reach ability from heirophant, he has to touch the big bad guy. Surround him with mid-level fodder than can survive a fireball or two. Or fly him around (but give him wings so his flight can't be dispelled) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. </p><p></p><p>8) Counterspell/dispel. Give the big bad guy the reactive counterspell feat. If the cleric tries to cast harm, he counterspells it. Or if the cleric casts harm, cast dispel magic on him before he can get the touch attack off. Harm charge goes poof!</p><p></p><p>9) monster with reach. If the cleric enters the monster's threatened range, the monster uses a trip attack (though to be fair, he'd only do this if he had spellcraft or could tell there was a charge on the cleric's hand). Then when the cleric is down dispel him or kill him.</p><p></p><p>Try these ideas and let me know if they work. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="MeanGenes, post: 81715, member: 651"] [b]Some harm defensive tactics:[/b] 1) Spell resistance. Get something with a ton of spell resistance through either natural ability or spells. 2) mirror image. Touch the wrong image, charge goes poof. 3) undead illusionist. Use illusions to give the appearance of being alive. He touches undead with harm and he's healed back to full (-1d4). 4) incorporeal opponent. He can't harm what he can't touch. Have your big bad guy cast Ghostform (T&B spell). 5) High touch-attack AC. Natural armor and armor bonuses do not work against harm. Buff up the bad guy with other AC bonuses with dodge and expertise feats, rings of protection (deflection), gloves of dexterity, and shield spell (cover bonus). 6) Concealment. Same effect as high touch-attack AC. Use blur, displacement, blink, improved invis, etc. 7) Range. Unless he has the reach feat or the reach ability from heirophant, he has to touch the big bad guy. Surround him with mid-level fodder than can survive a fireball or two. Or fly him around (but give him wings so his flight can't be dispelled) :). 8) Counterspell/dispel. Give the big bad guy the reactive counterspell feat. If the cleric tries to cast harm, he counterspells it. Or if the cleric casts harm, cast dispel magic on him before he can get the touch attack off. Harm charge goes poof! 9) monster with reach. If the cleric enters the monster's threatened range, the monster uses a trip attack (though to be fair, he'd only do this if he had spellcraft or could tell there was a charge on the cleric's hand). Then when the cleric is down dispel him or kill him. Try these ideas and let me know if they work. :) [/QUOTE]
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