| Ghost6442 |
Swarms are dangerous, really really dangerous.
There are reasons why swarms have the immunities they have. lets look at that first. Why are swarms immune to any spell or effect that targets a specific number of creatures. Well thats rather simple.
"A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares."
lets say a swarm has 49 hp, it is made up of tiny creatures so EACH creature has 0.16333 repeater hp (round down rule anyone?) so we can see that even if you targeted a swarm with disintegrate it would only hit 1, so after using disintegrate 10 times you would have done 1hp worth of damage to the swarm as a whole... where an Area of effect spell might hit more then just one.
Now lets look at weapons. Weapons are not spells, nor do they seem to be effects, so they are not effected by those immunities. in fact the paragraph before deals with weapons which we will label as an 'attack'
"A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent."
Ok so that makes sense in relation to the math we did. (49/15000 = 0.03266r)
So how do you fight swarms? With Area of effects, for the non-caster types you have splash weapons, and this is where the arguments will start.
"Throw Splash Weapon
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as sneak attack).
You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.
If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares."
Ok so the first thing we notice is a splash weapon is a Ranged Weapon not a spell or effect, and as it doesn't deal piercing or slashing damage it should deal damage as normal except against a swarm made up of Fine or Diminutive creatures as per the wording of the text.
Splash damage now becomes the interesting thing, swarms are hard to hit. But by targeting the square or grid intersection you can deal splash damage.
"Splash damage affects creatures within 5 feet of that square / if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage"
Well the targeted square is withing 5 feet of it's self... But wait what is this?
"splash damage to all creatures within 5 feet of the target"
ALL Creatures? Well! Isn't that a nice piece of info? If taken as writen it means splash weapons are instant kills vs swarms made of tiny creatures, as "A swarm composed of Fine or Diminutive creatures is immune to all weapon damage" But wait, splash damage isn't a weapon attach, it's an effect caused by one and doesn't target any one creature!
Splash vs swarm = insta-kill with rules as written. for swarms that take up more then a 5 foot square and are partially effected by a splash weapon would only loose that percentage of their hp.
But lets not get stupid here. letting splash weapons instantly kill swarms removes the challenge of the thing and thus most of the fun to be had with it. So this is where we need to lay down some house rules as Paizo (bless them) seems to have forgotten to add a section detailing ways to deal with swarms, or we just didn't find it, otherwise we wouldn't be arguing it.
First I would rule that splash weapons deal their weapon damage as splash damage vs swarms. Swarms are hard to hit at the best of times and take very little damage when they do get hit. If your casters have the right spells, they can deal some damage but leaves the rest of the party standing their unable to do anything except absorb damage and eventually die, So a bit of 1d6 damage here and there doesn't break the game.
Bludgeoning damage does 50% damage to the smaller swarms as Tiny swarm creatures takes half damage from slashing and piercing weapons but not bludgeoning, so smaller then tiny should still take some damage.
Thirdly: A creature covered by a non-airborne swarm my drop prone and roll about flailing. this deals 1d8+str damage to the swarm per round and provokes AoO (but swarms don't make AoO's).
This rule came about after the caster ran out of spells and the rogue out of acid and there was a swarm between the party and not throwing up their hands and going home. The barbarian got really angry, jumped the chasm and proceeded to belly flop and roll about on the swarm trying to deal with it. Such innovation should be rewarded!
There should be lots of ways PC's can deal with swarms, spray them with oil and ignite them. swinging a torch at them might keep them at bay. many swarm creatures are scared of bright light, daylight spell to scare them off. Heck the alchemist could invent pesticide! and spray cans!
This is a game, and thus should be fun. GM's have fun by fielding challenges for the players and watching them work it out. Players have fun by overcoming these challenges, more so when they got really creative about it.
If your not having fun, Leave. Though discuss it with your GM/Players first.
This has been Ghost6442's interpretation of the rules as written combined with his 2 cents. Thankyou for reading and have a fun game :)