
LordKailas |

So, in our game last night our party found themselves against an intelligent swarm with elemental resistance. The swarm in question was thankfully not completely immune to weapon damage. It took half-damage from bludgeoning weapons and was immune to other kinds of weapon damage. The alchemist in the group tried hitting it with an alchemist fire and was told that the swarm took no damage from it, thanks to it having fire resistance 10.
I looked at this thread and the general consensus seemed to be that the only reliable way to counter something like this would be with a swarm bane clasp.
Here's the thing though, we are 5th level but because of the nature of the game we've had little to no down time. What down time we've had no one character could spend more than 500gp on equipment. So, basically we are all running around with our starting gear and whatever we've managed to loot. My character has only has about 1,500gp even if we were able to buy and sell things without limit. This means that a swarmbane clasp is out of reach for my character and given the setting I fully expect to encounter more powerful swarms in the future. I'm not the only melee fighter in the group so while we could pool our money to get a clasp for one of us, it won't really help the others.
Is there anything I could look into getting that would help? My character is effectively a non-caster and it would be nice to be able to contribute in a helpful way against the next swarm that probably will be fully immune to weapon damage. I feel like this fight was a sort of warning saying "hey, you guys should probably have a plan on how to deal with something like this in the future"
Any suggestions?

yukongil |

if they are a non-flying swarm, maybe try a big pot of glue/honey to "fly trap" them?
Really the best I can think of are environmental or terrain effects that you might be able to pull off (like diverting a powerful stream of water, luring them into a lava/steam field, etc...) and all that depends on the DM setting you up to be able to use stuff like that. So again, run.

DeathlessOne |

Depends on how far you are willing to go in order to combat the issue. There are just parts of the game that do not interact well with each other, especially non-casters and swarms... and that is exponentially a bigger issue when you can't equip yourself properly. Most ways a fighter (non-caster) handles swarms is through proper gearing.
My suggestion, and it might not be popular, is the look at potentially multiclassing with Kineticist. Better yet, have two people do it, pick blasts that work together in a composite blast, and pick up the teamwork feat Interweave Composite Blast. If you both pick Aether, you can get a blast that does Force damage and just not worry about energy resistance.

LordKailas |

if they are a non-flying swarm, maybe try a big pot of glue/honey to "fly trap" them?
Really the best I can think of are environmental or terrain effects that you might be able to pull off (like diverting a powerful stream of water, luring them into a lava/steam field, etc...) and all that depends on the DM setting you up to be able to use stuff like that. So again, run.
Yeah, the only problem is that this was actually an intelligent swarm so we couldn't really lure it away or trick it. Also, it was effectively acting like a guard dog the place we were attacking. So, we couldn't lure it away, nor could we just ignore it. It had to be eliminated so that we could move forward. It was scary without being deadly since I was able to bash away at it with my +1 mace which allowed me to meaningfully contribute. The paladin was able to similarly use their smite evil ability along with shield bashing it. While sub-optimal for our characters, it meant we could ignore it's DR and do half damage against the thing. Oh yeah, it also had DR on top of the weapon immunities I mentioned. *shakes head*
The DM knows everyone's characters are fairly optimized and so he has intentionally buffed everything to counteract that. I felt like I got lucky in this fight that I happened to have taken the +1 mace as a backup weapon. My main weapon is more damaging but it's currently neither magical nor does bludgeoning damage.
Without doing the math I estimate that my gear puts me between 1/2 to 3/4 where I should be wealth wise between cash, my magic weapon, magic platemail and other assorted gear/consumables. The DM was saying that after we finish the thing we're currently working on we will have a chance at downtime. Though I really don't know how much that means we'll get.

LordKailas |

Depends on how far you are willing to go in order to combat the issue. There are just parts of the game that do not interact well with each other, especially non-casters and swarms... and that is exponentially a bigger issue when you can't equip yourself properly. Most ways a fighter (non-caster) handles swarms is through proper gearing.
My suggestion, and it might not be popular, is the look at potentially multiclassing with Kineticist. Better yet, have two people do it, pick blasts that work together in a composite blast, and pick up the teamwork feat Interweave Composite Blast. If you both pick Aether, you can get a blast that does Force damage and just not worry about energy resistance.
As you said, multi-classing may not be very realistic as it would mess with people's builds. I haven't looked at kenetist very much but I'll certainly take a look. My character does have UMD as a class skill (though currently I haven't been able to afford putting any points into it yet) so, spells aren't completely off the table for me. But they would have to come in the form of fairly inexpensive items/consumables and it would mean diverting points from skills my character uses.

Naresea |

There is a feat called "Ratcatcher" that allows you to fight swarms.
https://www.d20pfsrd.com/feats/combat-feats/rat-catcher-combat/
The feat on its own is probably too situational to be worth a feat slot, but if you have access to Martial Flexibility (e.g. from a single level of Brawler) this might be nice.

DeathlessOne |

As you said, multi-classing may not be very realistic as it would mess with people's builds. I haven't looked at kenetist very much but I'll certainly take a look. My character does have UMD as a class skill (though currently I haven't been able to afford putting any points into it yet) so, spells aren't completely off the table for me. But they would have to come in the form of fairly inexpensive items/consumables and it would mean diverting points from skills my character uses.
Yeah, I am aware that most people are fairly unyielding on deviating from their character builds. It just depends on what kind of game you are playing. Generally, I don't participate in games that require you to milk every last drop of power from your character.
The sad thing is, the only answer to your problem is better gear. When nothing else can bend, you have to find out what is more important and sacrifice something for it, or you end up with a dead character.

LordKailas |

There is a feat called "Ratcatcher" that allows you to fight swarms.
https://www.d20pfsrd.com/feats/combat-feats/rat-catcher-combat/
The feat on its own is probably too situational to be worth a feat slot, but if you have access to Martial Flexibility (e.g. from a single level of Brawler) this might be nice.
Very cool! I could probably throw this feat onto a bludgeoning weapon if I find I can't afford the neck slot for a swarmbane clasp. It's a shame it's not a teamwork feat as I can currently flex into those. Alternatively one of my animal companions could take it. I was forced to have them hide around the corner since they couldn't contribute to the fight and there was no reason for them to get needlessly injured.

LordKailas |

LordKailas wrote:As you said, multi-classing may not be very realistic as it would mess with people's builds. I haven't looked at kenetist very much but I'll certainly take a look. My character does have UMD as a class skill (though currently I haven't been able to afford putting any points into it yet) so, spells aren't completely off the table for me. But they would have to come in the form of fairly inexpensive items/consumables and it would mean diverting points from skills my character uses.Yeah, I am aware that most people are fairly unyielding on deviating from their character builds. It just depends on what kind of game you are playing. Generally, I don't participate in games that require you to milk every last drop of power from your character.
The sad thing is, the only answer to your problem is better gear. When nothing else can bend, you have to find out what is more important and sacrifice something for it, or you end up with a dead character.
It's true, I was hoping for an equipment based answer that isn't just "get a swarm bane clasp when you can afford it."
But it's good to know what options exist to see what I'm willing to put up with. I'm already looking at retraining a feat and a class feature because I had grab things that are useful today to survive, but which won't be so great 4 levels from now.
It's better to be flexible than dead.

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You want an equipment based answer? Let me rephrase that: Why is the alchemist only using fire damage?
Acid Flasks(10 gp) are cheaper than Alchemist's Fire(20gp) and are less resisted. The only thing you miss out is the second round damage.
Alkali Flasks(15gp) basically do the same thing as Acid Flasks except affect oozes better, but cost more. Though it technically doesn't get around acid resistance/immunity the Ooze might have.
Hybridization Funnel(200gp) lets an Alchemist combine them for just slightly more expensive than an Alchemist's Fire (25gp vs 20gp). Oh, and since the funnel says its "as if hit by both" the Alchemist has a strong case of getting +Int to damage on each one. ie 1d6+Int plus another 1d6+Int, 18 Int means an average of 15 acid damage (though it gets resistance twice). If the Alchemist is crafting the flasks themselves, even more savings.
Just be glad the GM isn't throwing Aerial Leech Swarms at you, as they are only CR 5 and effective well into the high levels. This is because Leech Swarms attack all 3 of your Str/Con(damage) & Dex(which is drain), and does 2d6+1d6(electric) swarm damage(auto-hit). With Aerial it can now fly 30'(mobility is its main flaw) and has a base stealth of +24 in swamps. Even with a Swarmbane Clasp they have DR 3/- (that they keep, from Aerial).
Tack on Demonic Vermin if you want to be especially cruel, which only brings it to CR 6. But Demonic gives it immunity to Electric/Poison/+1 other (if you choose abyssal energy), and Resist 10 Acid/Cold/Fire. And also DR 5/Cold Iron. And spell-likes, and 4 feats (1 of which is toughness), and more skill points (which are probably going into Stealth).

VoodistMonk |

Caltrop beads aren't part of everyone's standard kit?
What about pellet grenades?
Wand of Burning Hands?
As a Noble Drow, I usually just levitate and let the party deal with them... that's not true, I used all my alchemist fire and my caltrop beads... and a 2nd level spell. But none of that matters.
There are tons of items that you can use against swarms, and most of them have can be used in so many different situations that they should already be in your kit... and if they aren't, then I don't feel sorry for you. If they were once in your kit, and you have used them out without the ability to resupply... then run.
Oh brave, Sir Robin, he bravely runs away...

Zotpox |
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This works great if you have time, money, and foreknowledge.
Swarmsuit
Source Ultimate Equipment pg. 58, Advanced Player's Guide pg. 183
Price 20 gp; Weight 10 lbs.
Category Adventuring Gear
Description
These heavy and overlapping layers of clothing, coupled with a wide hat outfitted with a dense, veil-like netting around its brim, makes it all but impossible for Diminutive and Fine creatures to make physical contact with your body. Wearing a swarmsuit cuts your speed in half, but gives you DR 10/— against swarms of Fine creatures and DR 5/— against swarms of Diminutive creatures.
There is a real demand for a Transmutation version of the Sleeves of Many Garments wondrous item. A Grater version maybe.
There’s no such thing as bad weather, only bad clothes.

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A couple other feats:
Death Field (prereq 5 ranks know planes) you can exude and aura of 1d6 negative energy.
Swarm Dodger make a reflex save to avoid swarm damage
Some items
Kitmu's Ire an alchemical item you can throw to direct swarms to attack the target.
fuse grenades or pellet grenades for some physical aoe damage.

Zotpox |

I pulled this outa my, well you know...
The Alchamist's claymore
1 4" x 8", 1/8" thick iron plate with a 1" lip
1 clay vessel (fired to fit and hold materials)
1 tanglefoot bag (glue for back and thunderstones)
1 bag of caltrops (stacked neatly inside over thunderstones)
3 thunderstones (go boom)
1 flask of alhemist's fire (fill vessle)
2 smokesticks (optional)
1 tindertwig (push/pull trigger)
The Claymore fires steel caltrops, out to about 330 ft. within a 60° arc in front of the device.
!!! DO NOT DROP !!! FRONT TWARD ENEMY !!! is printed in common on the back and !!!FRONT!!! is printed in common on the front.
145gp worth of hate +40gp for smoke
Am still trying to figure the damage on this

LordKailas |

Thanks!
plenty of things to pick over and see what will make the most sense to grab to have as options in the future.
Based on the fight I think the DM slapped the Demonic Vermin template linked above onto what we were fighting because it's practically identical to what we were dealing with resistance wise and even the fact that it was intelligent.
Though I don't think it was mentioned, it does make me think that holywater would probably be a good thing to keep on hand for potential future encounters. It seems worth trying at least.

Scott Wilhelm |
Generally, I equip my characters with a mixture of splash weapons and several flasks of Lamp Oil to keep the fire going after throwing Alchemist Fire. I also keep a bouquet of different weapons so I can inflict Slashing, Piercing, or Bludgeoning Damage as the case may be, so I'd have a Morning Star on my belt for when my trusty longsword can't be trusted. A Cold Iron Halberd and an Alchemal Silver Warhammer, things like that.
They make arrows that inflict bludgeoning damage.
Anyway, I like having a few tools in my box, and you can be well-prepared before level 2.

Mark Hoover 330 |
Remember too that Sonic damage can be your friend in this situation. A Burst Jar is kind of unwieldy but is a 35 GP alchemical item that deals a splash that can coat a target and deal 1 pt of sonic damage the next round to everything within 5' of said target.
Anyone in the party take Craft Wand or Scribe Scroll? 2 hours of work at night and some gold expended and your GM might allow you to craft an item containing a spell like Sound Burst, a 2nd level Cleric/Oracle spell (also Bard 2) that can deal 1d8 Sonic to an AoE, so the swarm is affected.
Was it a rat swarm? If so Swarm Scatter is a Teamwork feat
You have studied the habits of swarming rats for defensive tactics.
Benefit: For each ally who has this feat and is adjacent to you, you gain a +1 circumstance bonus to AC. As long as you have this bonus, you are immune to the swarm attack and distraction ability of rat swarms.
Anything that shoots a Gust of Wind effect can be useful against swarms to disperse them.
Last, but not least... you say the swarm was intelligent right? Under the Swarm subtype it says that swarms with Int and a hive mind can be affected by charms, compulsions and such that target a single creature; otherwise any charm/compulsion/mind-affecting effect that is AoE (such as a Fascinate effect) might affect a swarm.
Something as simple as taking the feats Weapon Focus and Dazzling Display could deliver Intimidate to Demoralize the entire swarm, especially if Intelligent. This in turn might lower the thing's saves to make it more susceptible to a party member's spells. What's more, if it IS intelligent with a hive mind there's other feats you can ratchet onto an Intimidate build to deliver Frightened to a single creature for a round or 2.
Imagine if your character could make intelligent, hive-minded swarms turn and flee 60' in the opposite direction by waving their sword at the creature!
Barring all of this... figure out if the creatures can smell. Then get any stinky stuff that'll burn and/or deliver stench into an AoE or Aura effect. A stinking cloud can go a long way to keeping a swarm exactly where you need it to stay while you flee...

Marcella |
I second Zotpox's suggestion of a tanglefoot bag. They even come in a burning variety. But it looks like the swarmsuit won't work against Tiny creatures, which this last swarm might consist of if it took any weapons damage.
This is also a job for the glue seal spell, negative channeling, or a summoned air/fire elemental. If you could summon a spider swarm and get past its DR, the poison's STR damage would shut the enemy swarm down quickly.
Barring those, if this intelligent swarm still counts as vermin instead of magic beast, vermin repellent is worth the 5 gp. It lasts for four hours, so the only reason *not* to wear it into a dungeon (along with alchemical grease) anyway is if you're trying to sneak and don't want the scent to give you away.

Mark Hoover 330 |
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*Party arrives at the door to the dungeon*
Cleric: Ok gang, any long term buffs or special gear, better don it now!
Wizard: Mage Armor!
Rogue (through Major Magic Talent): Blend!
Cleric: Magic Stone!
*Sound of glass vials breaking and wretched stench begins to rise; party recoils in horror from glistening mess*
Fighter: I'm all greased up and covered in swarm proofing, let's DO this!
:)

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*Party arrives at the door to the dungeon*
Cleric: Ok gang, any long term buffs or special gear, better don it now!
Wizard: Mage Armor!
Rogue (through Major Magic Talent): Blend!
Cleric: Magic Stone!*Sound of glass vials breaking and wretched stench begins to rise; party recoils in horror from glistening mess*
Fighter: I'm all greased up and covered in swarm proofing, let's DO this!
:)
You forgot to pop the top off a couple cans of Antitoxin and Antiplague and crush them against your forehead.
I kinda want to make this character now.

Marcella |
Mark Hoover 330 wrote:*Party arrives at the door to the dungeon*
Cleric: Ok gang, any long term buffs or special gear, better don it now!
Wizard: Mage Armor!
Rogue (through Major Magic Talent): Blend!
Cleric: Magic Stone!*Sound of glass vials breaking and wretched stench begins to rise; party recoils in horror from glistening mess*
Fighter: I'm all greased up and covered in swarm proofing, let's DO this!
:)
You forgot to pop the top off a couple cans of Antitoxin and Antiplague and crush them against your forehead.
I kinda want to make this character now.
Yes, the downside of my regimen of preparations is I've had to endure many jokes about being "lubed up & ready to go". And I didn't even mention the liquid traction or that my full-plated dwarf always applies armor ointment too. I'm just thankful none of that gunk is flammable.

Scott Wilhelm |
Firebug wrote:Yes, the downside of my regimen of preparations is I've had to endure many jokes about being "lubed up & ready to go". And I didn't even mention the liquid traction or that my full-plated dwarf always applies armor ointment too. I'm just thankful none of that gunk is flammable.Mark Hoover 330 wrote:*Party arrives at the door to the dungeon*
Cleric: Ok gang, any long term buffs or special gear, better don it now!
Wizard: Mage Armor!
Rogue (through Major Magic Talent): Blend!
Cleric: Magic Stone!*Sound of glass vials breaking and wretched stench begins to rise; party recoils in horror from glistening mess*
Fighter: I'm all greased up and covered in swarm proofing, let's DO this!
:)
You forgot to pop the top off a couple cans of Antitoxin and Antiplague and crush them against your forehead.
I kinda want to make this character now.
I had a Halfling Fighter/Rogue that had in his career been Swallowed Whole and cut his way out like 5 times. We started calling him Colonel Corn, the Bad Shrimp!
Memories like that are what we play the game for.

Marcella |
I had a Halfling Fighter/Rogue that had in his career been Swallowed Whole and cut his way out like 5 times. We started calling him Colonel Corn, the Bad Shrimp!
Memories like that are what we play the game for.
Now, see, after the second time that happened, if I couldn't get the Venom-Drenched trait then I would start wearing a barbed vest. Maybe I'd even stick real shrimp onto all the little hooks.