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Is there something to protect against ability drain?
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<blockquote data-quote="Azalnubizar" data-source="post: 2979634" data-attributes="member: 17511"><p>hmmm... here are a few ideas for this from myself...</p><p></p><p>if I understand the concept of "being a ghost" correctly, I think that they are undeads on the ethereal plane and have the power to manifest themselves on the material plane as incorporeal undeads...</p><p>...since everything they do on the material plane they logically must do as well on the ethereal plane, they cannot do things that are physically impossible on the ethereal plane (as two bodies standing in one place) since I do not think they are incorporal on the ethereal plane. Even if they where I doubt that two incorporal creatures can inhabit the same square and still attack both.</p><p>Therefore I wouldn't use all of your 12 undeads at the same moment.</p><p>Now - if your Characters are clever, they will fight with their backs towards each other - preventing too many foes to surround each target.</p><p>This leads to a maximum of 4 ghosts per person, I would believe (One front, One from one side - the other attacks the char on the other side -, one from below and one from above).</p><p></p><p>As others mentioned before it is possible to heighten your Armor Class vs incorporeal attacks by use of force effects, heightening your dexterity or using deflection.</p><p></p><p>Last, but not least, I believe, that an 18th level cleric should be able to turn at least half of the ghosts with one turning attempt.</p><p></p><p>Now we come to a bit more stuff that can work if you are prepared.</p><p>It might be easier to handle the ghosts on their ethereal plane - where other effects / weapons than force can damage them normally.</p><p>There are a bunch of spells that can effect them - things like undeath to death but even simpler a hold undead f.e.</p><p></p><p>I also remember a spell, where the wizard can assume undead-traits... making him immune to ability-drain (like the one mentioned above to get construct-traits).</p><p></p><p>just a few thoughts...</p></blockquote><p></p>
[QUOTE="Azalnubizar, post: 2979634, member: 17511"] hmmm... here are a few ideas for this from myself... if I understand the concept of "being a ghost" correctly, I think that they are undeads on the ethereal plane and have the power to manifest themselves on the material plane as incorporeal undeads... ...since everything they do on the material plane they logically must do as well on the ethereal plane, they cannot do things that are physically impossible on the ethereal plane (as two bodies standing in one place) since I do not think they are incorporal on the ethereal plane. Even if they where I doubt that two incorporal creatures can inhabit the same square and still attack both. Therefore I wouldn't use all of your 12 undeads at the same moment. Now - if your Characters are clever, they will fight with their backs towards each other - preventing too many foes to surround each target. This leads to a maximum of 4 ghosts per person, I would believe (One front, One from one side - the other attacks the char on the other side -, one from below and one from above). As others mentioned before it is possible to heighten your Armor Class vs incorporeal attacks by use of force effects, heightening your dexterity or using deflection. Last, but not least, I believe, that an 18th level cleric should be able to turn at least half of the ghosts with one turning attempt. Now we come to a bit more stuff that can work if you are prepared. It might be easier to handle the ghosts on their ethereal plane - where other effects / weapons than force can damage them normally. There are a bunch of spells that can effect them - things like undeath to death but even simpler a hold undead f.e. I also remember a spell, where the wizard can assume undead-traits... making him immune to ability-drain (like the one mentioned above to get construct-traits). just a few thoughts... [/QUOTE]
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Is there something to protect against ability drain?
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