I didn't say anything about Jesus saves, nor are my suggestions the end all be-all. Workable examples from faiths dead and living:
-Thor protects the realms from the forces of chaos (Giants) by use of a hammer that always hits
-Isis protects all with her love (a mother-figure in the Isis cult of I
think Roman times)
-If you don't venerate your ancestors, they'll haunt your ass (China)
-Burning bundles of sage purifies a place of evil influence (Wicca)
In the DF multiverse, the gods are recorded as having been born at specific times, Titans (a very common feature of European traditions) actually walk the world and can attack you, and Demons can take over civilizations (even moreso in the new version).
You can open pits into hell.
There is no reason to dismiss faith-based solutions to the malevolent forces of an explicitly supernatural world, and especially not for the reason it is "over done." So are wizards in high fantasy, and so are dwarves and their alcohol. Furthermore, no matter how you write it, not everyone can be an effective means of protection (pick your wizards, priests, clerics, or soldiers), so the lay dwarf will seek some way of protecting themself, and that usually means superstition, faith, and talismans, at least in the real world at the target time period.
Lastly, neither magic, faith, nor brute force can ward off every crazy-ass demon/ghost/titan/dragon/possession. But giving the player
no options of how to deal with them other than "kill it! kill it NOW!" is unacceptable.