What can a cleric do about swarms?


Advice

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Grand Lodge

As a positive energy channeler i feel pretty useless lobbing alchemists fire at swarms, but i dont really see any better options. None of my domains help either.


If you are of a neutral alignment, you could pick up versatile channeler.

The Exchange

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Sound burst is a level 2 area effect damaging spell for Clerics, if that helps at all?


Swarms can't cross a Wind Wall. What level are you?

Scarab Sages

If you worship Torag, Firebelly is good. There is always Alchemist Fire or acid vials.

Sovereign Court

If you're all alone, you could use an origami swarm to distract the swarm; let the two swarms fight it out while you walk away.

Otherwise, see if you can help the wizard with Aid Another on his concentration checks (or maybe Guidance) so he can burn them away. It's quite possible that this is one of those cases where you need to help other people solve the problem.

If you're feeling masochistic, you can stand in the middle of the swarm so that it doesn't move towards other PCs.


Vermin repellent is 5gp and forces a DC 15 fort save to enter your square. Could just ignore them if applied to you. Use it to strategically maneuver them or let them chase you to a corridor that you apply it to the ground and walk away.


Unfortunately, Good Divine Casters sort of take it in the shorts when it comes to offensive options. Channeling only heals, most of their domains are wussy or downright pacifistic, variant channeling options are a joke.

I assume we're talking about a low level Cleric (at high level, plenty of options present themselves). I'll also assume the party doesn't have any other particularly compelling options (otherwise the swarms would have been burning hands to death so fast the OP wouldn't have had time to make this post).

Low level summons are ineffective. I double checked the small fire elemental hoping the burn ability would help out, but that only works on single targets attacked.

The lowest level spell that is effective is Sound Burst at level 2. This is your only level 2 option. You aren't going to have Sound Burst prepared because there are about 100 better options.

So, realistically, what a good cleric does is throw Alchemist fire or run. Just like everyone else.

Shadow Lodge

Khrysaor wrote:
Vermin repellent is 5gp and forces a DC 15 fort save to enter your square. Could just ignore them if applied to you. Use it to strategically maneuver them or let them chase you to a corridor that you apply it to the ground and walk away.

Always have Vermin Repellent!

I suggest Keros Oil. It's not exactly 'safe' to use, but you get a lot for your money and it's utterly, completely awesome.


Le Petite Mort wrote:
As a positive energy channeler i feel pretty useless lobbing alchemists fire at swarms, but i dont really see any better options. None of my domains help either.

Alchemist items in complete equipment.... flaming heavy mace baby!!!!woot

FLAME FOUNTAIN FIREWORK
Price 100 gp; Weight —
This hollow metal or wooden tube contains slow-burning powder. When you light the fuse (a move action), it creates a 3-foot-long, blazing fountain of red-hot fiery sparks. You wield this fountain of sparks as if it were a heavy mace. Attacks with the fountain are melee touch attacks. The fountain deals 1d8 points of fire damage (your Strength modifier does not apply to the damage).

The fountain sheds light as a torch and can ignite combustible materials such as parchment, straw, dry sticks, and cloth. Once ignited, it lasts for 1 minute. If extinguished before this time, the remaining duration is wasted. Crafting this item is a DC 25 Craft (alchemy) check.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

An elixir of fire breath is a bit expensive, but should do the trick.


Keros Oil needs a target - you can't target swarms.

Sound Burst is the only real spell option - 1d8 sonic AoE isn't that bad for a damaging spell.


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I've always kinda found swarms to be poorly designed. Even if you have a blaster caster, the "fight" consists of everyone else in the party sitting around and waiting for it to die. Even for casters, they get distracted easily and hate swarms too.

At low levels a full grown orc fighter can die to a swarm of mosquitoes. That's just not right.

Shadow Lodge

stuart haffenden wrote:
Keros Oil needs a target - you can't target swarms.

I can shoot it with an arrow, but I can't spit fire at it?


Fire domain would help.

Nobody should go adventuring in a classical campaign without bringing some alchemist fires. Especially at 1st or 2nd level.

If its a home-campaign then a lot of 3rd party material pops up. Heck Players handbook 2 from 3.5 can probably help too.


TOZ wrote:
stuart haffenden wrote:
Keros Oil needs a target - you can't target swarms.
I can shoot it with an arrow, but I can't spit fire at it?

You can shoot it with an arrow?

PRD: Keros Oil wrote:
If you use it to attack, the attack is a ranged touch attack
PRD: Attacks wrote:
An attack roll represents your attempt to strike your opponent
PRD: Swarms wrote:
A swarm is immune to any spell or effect that targets a specific number of creatures

By RAW Keros Oil doesn't work.

Grand Lodge

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So swarms are unable to be targeted by melee and ranged attacks? Or are just immune to them?


TriOmegaZero wrote:
So swarms are unable to be targeted by melee and ranged attacks?
PRD: Swarms wrote:
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.

Only tiny swarms take half damage from weapons. Smaller swarms take 0. The oil isn't classified under piercing or slashing. It is an effect that targets a specific number of creatures and you make a touch attack to target it. By RAW it doesn't work.

If there was any language that made it an AoE or splash it would do 1 point of fire damage, but there is none.

Grand Lodge

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Okay, so swarms can only be attacked with melee weapons, and then only tiny swarms can take damage from them.
And a swarmbane clasp does not get around the inability to target them with ranged attacks.
Good to know. I'm sure all my archers will be crying about that.


TriOmegaZero wrote:

Okay, so swarms can only be attacked with melee weapons, and then only tiny swarms can take damage from them. And a swarmbane clasp does not get around the inability to target them with ranged attacks.

Good to know. I'm sure all my archers will be crying about that.

Arrows are piercing weapons. They deal half damage to tiny swarms. It's all written quite clearly. No need to cry.

This wasn't about weapons. It was about Keros oil. No need to confuse things.

Grand Lodge

Ranged Attacks wrote:
With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight.

Ranged attacks are effects that target a specific number of creatures.


Khrysaor wrote:
TriOmegaZero wrote:
So swarms are unable to be targeted by melee and ranged attacks?
PRD: Swarms wrote:
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.

Only tiny swarms take half damage from weapons. Smaller swarms take 0. The oil isn't classified under piercing or slashing. It is an effect that targets a specific number of creatures and you make a touch attack to target it. By RAW it doesn't work.

If there was any language that made it an AoE or splash it would do 1 point of fire damage, but there is none.

its this interpritation of swarm rules thats far to static and silly, i reall think for the RAW people that the swarm rules should be ammended to say elemental damage hurts swarms. cuz honestly they are just trying to say you can stomp enough bugs to do meaningful damage to a swarm, but lets think for a second and realize that breathing flamible oil at a swarm of whatever (usually insecs ut maybe small birds or something) is going to hurt multipul members of the swarm thus doing swarm damage. RAI is that you cant melee them to death and they want you to use spell resources or alchemical items to fight the swarms.

Grand Lodge

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A_psychic_rat wrote:
its this interpritation of swarm rules thats far to static and silly, i reall think for the RAW people that the swarm rules should be ammended to say elemental damage hurts swarms.

Please note that for the most part we are saying 'this is what the rules actually say' and not 'this is how it should be'. I knew the swarm rules were clunky, but these discussions have enlightened me to how ridiculous they actually are.


TriOmegaZero wrote:
A_psychic_rat wrote:
its this interpritation of swarm rules thats far to static and silly, i reall think for the RAW people that the swarm rules should be ammended to say elemental damage hurts swarms.
Please note that for the most part we are saying 'this is what the rules actually say' and not 'this is how it should be'. I knew the swarm rules were clunky, but these discussions have enlightened me to how ridiculous they actually are.

i never realized how clunky they were either till reading some of these threads. i always used to let torches for example do their full fire damage to a swarm, by RAW would that be legal? (torches do one d4 i think, dont have my books on me though)

edit: google is helpful, they do (at medium size) 1d3 + 1 fire damage, so to rephrase my question, would the swarm still take the point of fire damage?


TriOmegaZero wrote:
Ranged Attacks wrote:
With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight.
Ranged attacks are effects that target a specific number of creatures.

Pretty sure weapons aren't considered effects when they're called out as weapon damage.

Still only does half damage vs tiny swarms only.

Grand Lodge

If you can find a citation about weapons not being effects, that would be great.

A_psychic_rat wrote:
i never realized how clunky they were either till reading some of these threads. i always used to let torches for example do their full fire damage to a swarm, by RAW would that be legal? (torches do one d4 i think, dont have my books on me though)

You use them as improvised weapons, so they would either deal half or none of their physical damage. I think the 1 point of fire damage would also apply.


TriOmegaZero wrote:
Ranged Attacks wrote:
With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight.
Ranged attacks are effects that target a specific number of creatures.

I think the rule that weapons can do partial damage to tiny swarms wouldl override the general swarm rule that they cannot be targeted. It might mean swarmbane doesn't help against smaller swarms, though.


In 3.x, swarms were particularly called out as being vulnerable to torches and energy damage from weapons, but that wording was dropped in Pathfinder.

d20srd.com>Monsters>Swarm wrote:

Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows:

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.


TriOmegaZero wrote:
If you can find a citation about weapons not being effects, that would be great.

The clause I already posted that said piercing and slashing weapons do half damage. Under your interpretation melee weapons don't work either when the RAW says they do.

This is specific to slashing and piercing with no mention of bludgeoning so you could assume bludgeoning still does full damage.


Magma Elementals (2nd level spell) have an area attack.

The Exchange

Leaving spell slots open is a good tactic for prepared spellcasters just for situations like this where you suddenly need a spell you've never considered before. It's even better for Clerics and Druids with their complete insta-knowledge of all spells on their lists (or on their core rulebook lists anyhow, depending on your GM). If you're a Cleric of Nethys there's an excellent Feat called 'Magical Epiphany' in the Inner Sea Gods book that once per day lets you prepare a spell in an open slot as a standard action - great if you've not got room to (for example) back away from the swarm to plan and prepare to sort it out.

Otherwise... a flask of oil (or three...) poured over a 5ft square (plus a tindertwig - casually thrown over your shoulder after lighting a cigar for added dramatic effect...) usually does the trick... but that's hardly Cleric-specific.

Shadow Lodge

I thought this was the Advice Forum?

Keros Oil is an Alchemical Weapon. You can use it against swarms.

It's cheap, you get lots of uses, and it looks awesome.


PRD: Swarms wrote:
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate)

Scarab Sages

Le Petite Mort wrote:
As a positive energy channeler i feel pretty useless lobbing alchemists fire at swarms, but i dont really see any better options. None of my domains help either.

Always bring alchemist fire or vials of acid.

The same advice given to every martial character.


Le Petite Mort wrote:
As a positive energy channeler i feel pretty useless lobbing alchemists fire at swarms, but i dont really see any better options. None of my domains help either.

You neglected to mention your domains.

A quick look at the Core domains yields the following spells:

*Air, Water and Weather grant Obscuring Mist.
*Fire grants Burning Hands.
*Alignment domains grant 'Protection From' spells, in case the swarms are summoned.
*Plant grants Entangle, which doesn't target creatures. There's nothing in the description for Swarms that says that Entangle won't work.

As far as I can tell, the following 1st and 2nd level Cleric spells (Corebook) will also work against Swarms because they don't target a set amount of creatures.

1st
Bane
Obscuring Mist (see above)
Protection From (see above)
Sanctuary
Summon Monster I (Flash Beetle to do a daze-like affect. Friendly Fire possible.)

2nd
Sound Burst
Summon Monster II (Small Air Elemental to use Whirlwind to blow away and damage the Swarm. As a GM, I would rule that this works against a swarm).

Depending on your resources, I would personally grab a wand or a bunch of scrolls from some of the spells above and resort to alchemical items if you have any funds left over.


Bane is mind-affecting so won't affect vermin swarms without a hive mind. Also, swarms don't make attack rolls, so a -1 penalty to them doesn't really help.


Ah, the "alchemist fire is useless against swarms" argument. I remember it well. Because it keeps happening.

Basically, if you want to go by strict, raw RAW, it's debateable. Even then, I think I've won once or twice, but the strict, raw RAW is dumb anyways. ;)


What else can a cleric do?

Befriend an alchemist. Bombs work quite well against swarms, I've discovered. :)


On the matter at hand: Buy a swarmsuit and laugh at your buddies. Or heal them. Whatever.


@Kobold Cleaver

All of the things you mention here and in your other thread work because they are splash weapons and RAW says splash weapons deal 50% more vs swarms. The Keros Oil is not an AoE as it requires an attack roll and is not a splash weapon as it doesn't state it as such. You spit fire at a single target targeting their touch AC just like you would a disintegrate spell. The text also calls out multi target spells which would mean scorching ray, magic missile, polar ray, or "any spell or effect that targets a specific number of creatures".

Rule of cool:
Let it happen. It'll deal 4 damage tops per round which is less than the alchemist fire, but more uses of it per vial. Keros oil is also four times cheaper and deals more damage than alchemist fire after all of its uses.

RAW:

PRD: Swarms wrote:


A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate)


I actually don't know what Keros Oil is. Sorry, it sounded like a splash weapon. :P

Yeah, I'm inclined to let it happen just because the visual is kinda badass.


Summon some bralani and let them go to town with lightning bolts.

Flame strike the swarm.

...what?

Silver Crusade

Umm, this cleric has a Swarmbane Clasp. Since acquiring it, swarms are not a problem.


Buy the swarmsuit anyways, and pointedly refuse to attack the swarm. "No, no, guys, remember how you always tell me to just heal you and let you do all the fighting?"

Sovereign Court

I never noticed before that the tiny swarm only takes half damage from slashing/piercing. Meaning that bludgeoning does full damage.

And I just bought a masterwork alchemical silver heavy flail for the magical price of 495gp.


Khrysaor wrote:
PRD: Swarms wrote:
A swarm is immune to any spell or effect that targets a specific number of creatures
By RAW Keros Oil doesn't work.

I always took that to mean effects that specifically state "Target: one creature", "Creature(s) touched" or "(up to) X number of creatures", like a lot of spells do, that aren't rays or areas. And it would make sense because, a swarm consists of hundreds of creatures, so a single one of them being dominated by a dominate monster will not do anything great to stop them for example.

Swarms of tiny sized creatures specifically state that they take reduced damage from weapon attacks, so they have to be "targetable" with attacks.

TriOmegaZero wrote:
Ranged Attacks wrote:
With a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight.
Ranged attacks are effects that target a specific number of creatures.

So you can't shoot inanimate objects?


Bunch of just going around in circles unless the OP comes back and lists his domains, as well as describes what flavor of swarm he's dealing with. Worst case, light a torch and start swinging...


Joana wrote:
Bane is mind-affecting so won't affect vermin swarms without a hive mind. Also, swarms don't make attack rolls, so a -1 penalty to them doesn't really help.

Since we are working with limited information, there's no reason to limit the options until we know more.

Which means, these spells can still be useful since:

Swarms could still have a hive mind, and thus be affected. Also, Bane doesn't only affect attack rolls.

Will it always work? No. Can it still be useful? Of course; just like any other spell in any other different encounter, it depends on the situation.


The cleric can cast resist energy (fire) communal so the arcane caster can kill the swarm with little collateral damage.

Apart from that cleric spells that would help:

- Blood blaze
- raging rubble
- repel vermin (only works on vermin swarms)

- it could be argued that shield of dawn works, too as each creature to attack the one shielded is dealt fire damage, meaning it is not a limited number of creatures.

Scarab Sages

Kobold Cleaver wrote:
Basically, if you want to go by strict, raw RAW, it's debateable. Even then, I think I've won once or twice, but the strict, raw RAW is dumb anyways. ;)

Swarms 150% damage from splash weapons, not to be confused with the single point of splash damage dealt on a miss.

Swarms wrote:
A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Emphasis mine.

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