
MichaelCullen |
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They may, there is nothing in the swarm subtype rules preventing this.
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.
Swarm Traits: 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.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. 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.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has "swarm" in the Melee entry, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.
Swarm HD Swarm Base Damage
1–5 1d6
6–10 2d6
11–15 3d6
16–20 4d6
21 or more 5d6
A swarm's attacks are nonmagical, unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, or other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, blood drain, poison, or other special attacks in addition to normal damage.
Swarms do not threaten creatures, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Swarms possess the distraction universal monster rule. Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

Fuzzy-Wuzzy |
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If a swarm moves onto creature A, inflicts enough damage to kill it, and still has a standard action left, it's going to try to move onto B and damage it too. At least, I can't see any rules reason to deny it the second move.
It's more problematic whether, if A survives the attack, the swarm can use its standard to "move" nowhere and re-attack. That seems like the kind of thing that the rules would mention, because many GMs are going to miss the tactic otherwise.

Quentin Coldwater |
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I've always seen it ruled swarms deal damage at its end of turn. Not quite the same as "at the end of move," but it dodges a whole lot of rules, such as "if I use two move actions, I get two damage actions."
Personally, I think it's intended like most creatures: one attack action per round. The action is just built in into their move actions. It makes sense, as the swarm has to take time to eat its victim. Moving, having a quick bite, then moving and biting again doesn't seem like how it should work.

Cantriped |
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I'm inclined to agree with James here. If a swarm moves twice its movement speed in a single round, then the first half of said movement shouldn't trigger the "at the end of their move" condition for their Swarm Attack.
However, technically speaking the swarm did take two separate "Move" Move Actions over the course of said round. Therefore it is a perfectly legitimate interpretation of the rules to declare it gets to cause Swarm Damage at the end of each of those "Move" Move Actions. If the swarm performed the "Run" or "Withdraw" Full-Round Actions, it would only ever get 1 Swarm Attack though, because only one movement related action ended that round.

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If a swarm gets to do damage twice in one turn it's horrendously unbalanced for CR. I always read "do damage at the end of its move" as working as at the end of the turn, or when the swarms stops moving. In play I have normally found that a swarm can find a target within one move though, and thus stops moving and does swarm damage.
I would strongly discourage GMs from allowing a swarm to deal its swarm damage more than once per turn.

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If a swarm gets to do damage twice in one turn it's horrendously unbalanced for CR. I always read "do damage at the end of its move" as working as at the end of the turn, or when the swarms stops moving. In play I have normally found that a swarm can find a target within one move though, and thus stops moving and does swarm damage.
I would strongly discourage GMs from allowing a swarm to deal its swarm damage more than once per turn.
The other concern is that there is now a Druid archetype that can wildshape into a swarm. So, not just a GM concern.

Cantriped |
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Swarms are bloody scary!
Before the Troop Rules were released, one of the custom monsters I threw at my party was a swarm of tiny, flying, four armed, mutant goblin larva that could perform grapples, and drew the target into their space as part of the successful grapple check. I don't think my players had ever been so terrified of "mere goblins" before.

Starbuck_II |
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If a swarm moves onto creature A, inflicts enough damage to kill it, and still has a standard action left, it's going to try to move onto B and damage it too. At least, I can't see any rules reason to deny it the second move.
It's more problematic whether, if A survives the attack, the swarm can use its standard to "move" nowhere and re-attack. That seems like the kind of thing that the rules would mention, because many GMs are going to miss the tactic otherwise.
No, you have to move... however, they can skip back 5 feet than forward then back then forward so they end up in same place at end of a move action, but they can't truly not move (even if same result).

Fuzzy-Wuzzy |

Fuzzy-Wuzzy wrote:No, you have to move... however, they can skip back 5 feet than forward then back then forward so they end up in same place at end of a move action, but they can't truly not move (even if same result).If a swarm moves onto creature A, inflicts enough damage to kill it, and still has a standard action left, it's going to try to move onto B and damage it too. At least, I can't see any rules reason to deny it the second move.
It's more problematic whether, if A survives the attack, the swarm can use its standard to "move" nowhere and re-attack. That seems like the kind of thing that the rules would mention, because many GMs are going to miss the tactic otherwise.
If a swarm begins its turn on top of somebody, does it have to move back and forth or can it just sit there unmoving and attack them? Common sense dictates the latter.

Gisher |
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There certainly is precedent to consider both moves as one move such as in the attack of opportunity rules.
And the last part of this:
Spring Attack: Can I use Spring Attack to make an attack from an ally's square?
Let's use a diagram of a 5-foot-wide hallway to help visualize this question. Periods are open squares. A is the acting character. Numbers are allies of A. X is the monster.
. . . . . A 1 2 3 X
Using the diagram as a model, the question is, "Can I use Spring Attack to move from A to 3, make an attack on the monster from 3's square, then move back to A and end my turn?"
The answer is "yes." The key to understanding this is the general rule, "you cannot end your movement in an occupied square." Spring Attack is a full-round action; it is not a move action, then an attack, and then another move action, it's one continuous movement with an attack happening in the middle. Thus, with Spring Attack you're not ending your movement until you end your movement for the turn.
To look at it another way, if the character just wanted to move from A to 3 and back to A, that would be a legal move because he's not ending his movement in 3, he's ending his movement back in A. With Spring Attack, the character still isn't ending his movement in 3; the feat gives him the ability to perform an attack as part of the continuous movement from A to 3 to A (regardless of whether that attack happens when he's in an occupied square).
(Even with speed 15, a character moving 15 feet from A to 3 and then 15 feet from 3 to A isn't ending his movement in 3... using a move action to move 15 feet and a standard action to move 15 feet doesn't mean he's actually pausing halfway through his movement to change actions.)

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supervillan wrote:The other concern is that there is now a Druid archetype that can wildshape into a swarm. So, not just a GM concern.If a swarm gets to do damage twice in one turn it's horrendously unbalanced for CR. I always read "do damage at the end of its move" as working as at the end of the turn, or when the swarms stops moving. In play I have normally found that a swarm can find a target within one move though, and thus stops moving and does swarm damage.
I would strongly discourage GMs from allowing a swarm to deal its swarm damage more than once per turn.
Do tell, what be this archtype?

Starbuck_II |
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Murdock Mudeater wrote:Do tell, what be this archtype?supervillan wrote:The other concern is that there is now a Druid archetype that can wildshape into a swarm. So, not just a GM concern.If a swarm gets to do damage twice in one turn it's horrendously unbalanced for CR. I always read "do damage at the end of its move" as working as at the end of the turn, or when the swarms stops moving. In play I have normally found that a swarm can find a target within one move though, and thus stops moving and does swarm damage.
I would strongly discourage GMs from allowing a swarm to deal its swarm damage more than once per turn.
Swarm Monger: Swarm animal companion, turn into a swarm later.