What's a good way to handle RPCs on potentially-destroyed objects?

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Hi, I have a sceniario where there are a lot of RPC calls being made on a game object, any one of which could potentially result in that object calling PhotonNetwork.Destroy on itself. Predictably, this occcasionally results in RPC-method-not-found-on-object errors, because a bunch of the RPCs come in, and before the last RPC is completed, the target has been destroyed and a new object of a different kind has already taken the photonview ID number.

This seems like a fairly mundane scenario to me, so I'm guessing there are some reliable ways to handle it. Any tips?