Locust (3.5e Class)
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|Status:||Shall be finished at a later date|
|Editing:||Constructive edits welcome|
 The Locusts
Upon viewing a Locust, one is instantly overcome with feelings of revulsion and terror. This is understandable, for they tend to not look human after a while, becoming insectoid monstrosities as they become more powerful. While they are clerics, the way they are designed (literally AND figuratively) is for heavy-duty combat as well as spellcasting.
Adventure: A Locust's goal is to promote Abaddon's nihilistic tendencies. While most Locusts actively pursue nihilism, some may choose to work behind the scenes (albeit not as subtly as clerics of Abaddon), and some may focus on keeping Abaddon's rivals at bay (creating a small niche where Locusts may work with non-Evil characters, if only for a while).
Characteristics: A Locust is first and foremost a harbinger of Abaddon. Mercy, love - all of the "softer" emotions have no place in a Locust's life. While a Locust may work with non-Evil characters, generally Good characters will avoid such relationships. If befriended, however, a Locust can be a fairly trustworthy comrade to have at your side (unless you cross his god's path).
Locusts generally have very little conversational ability - their transformation into Abaddon's messengers ripped that part of their personality away.
Alignment: Any Evil. Good characters generally are unable to take the "training" a Locust recieves, and both Good and Neutral characters are squeamish when it comes to carrying out Abaddon's vision (decidedly evil).
Religion: Abaddon is their god, there is no room for worship of another. While a Locust does not actively seek to debase other religions, neither will one acknowledge another god's presence unless the need is dire and they are willing to take the risk. Abaddon is not a forgiving god.
Background: A Locust can come from any walk of life, so long as they feel a call towards Abaddon.
Races: The only requirement to become a Locust is that you have tremendous fortitude and willpower. As such, any race with a minus to either Constitution or Wisdom would have an EXTREMELY difficult time undergoing the extreme torture and mutilation aspiring Locusts are exposed to.
Other Classes: Locusts generally don't get along with any class. Of more import is the alignment difference - Paladins and good-aligned Clerics will normally attempt to destroy Locusts on sight. Of all the base classes, evil Clerics are best suited to dealings with Locusts.
Role: A Locust is a frontline beast. Backing up physical strength with their unholy divine might, they serve as the perfect agent for furthering Abaddon's vision.
 Game Rule Information
Locusts have the following game statistics:
Abilities: A Locust's most important statistics are Wisdom and Constitution, as having little willpower or fortitude would prevent one from becoming a Locust in the first place. Charisma is unimportant, as a Locust gradually becomes more hideous to behold and loses Charisma. A high Dexterity might be valuable in the beginning, but loses value as more and more Biots are generated (lowering his max Dex. bonus).
Alignment: Any nongood.
Starting Age: Complex.
|1st||+1||+2||+0||+2||Rebuke Undead, Compound Eye Biots|
|4th||+4||+4||+1||+4||Left Arm Biot|
|7th||+7/+2||+5||+2||+5||Right Arm Biot|
|10th||+10/+5||+7||+3||+7||Mandible Biots, Shriek 1/day|
|13th||+13/+8/+3||+8||+4||+8||Carapace Biot, Shriek 2/day|
|20th||+20/+15/+10/+5||+12||+6||+12||Shriek becomes a move action|
Class Skills (4+Int modifier per level; ×4 at 1st level)
 Class Features
All of the following are class features of the Locust:
Biots (Ex): When they are selected to become clerics of Abaddon, Locusts are forced to undergo several grueling weeks of torture and mutilation. During this time, several self-replicating organisms are implanted into the body. These organisms, known as Biots, alter the genetic structure of the Locust as he grows stronger, manifesting sudden--and oftentimes disturbing--transformations and additions to his body. A new Biot is created every third level after the first, each of which offers different abilities to the Locusts. The following are general bonuses offered by all Biots:
- +1 natural armor bonus (cumulative)
- Resistance to acid 5 (cumulative)
- A permanent -1 to Charisma (cumulative)
The specifics for each Biot are outlined here:
Compound Eye Biots: The Locust's original eyes have been replaced with a pair of compound orbs which dominate the head. This allows for a 270* field of vision, making it difficult to sneak up on a Locust and catch him flatfooted. Also, the compound eyes can perceive both heat and (just barely) the internal structure of living creatures (a kind of X-Ray vision). This makes it difficult for a Locust to be fooled by an illusion, even if it was well-crafted. Compound Eye Biots grant the following:
- +6 to Spot and Search checks
- Darkvision out to sixty feet (unless the character already possesses it as a racial trait, in which case it is supplanted by perfect darkvision; the character can see as far in darkness as he could in broad daylight)
- +10 to save vs. illusion-type spells or spell-like abilities
Main Arm Biots: The Locust's main arm (if ambidextrous, the Locust chooses), upon reaching 4th level, begins to metamorphasize into a grotesque mockery of whatever it was before. This transformation occurs over a period of 24 hours during which the Locust is subject to excruciating agony (incurring a -5 penalty to virtually any roll performed). After the transformation is complete, the Locust's new arm is more versatile. Main Arm Biots grant the following:
Off-Arm Arm Biots: The Locust's OTHER arm undergoes a transformation upon reaching 7th level. Off-Arm Biots grant the following:
- +1 to grapple checks (cumulative with Main Arm Biots)
- +1 to BAB (cumulative with Main Arm Biots)
- +1 to climb and swim checks (cumulative with Main Arm Biots)
- +2 to Strength or Constitution
- Climb speed of 10 feet
- 1d6 secondary Claw Attack
Mandible Biots: Upon reaching 10th level, the Locust's lower jaw undergoes a transformation, turning into something resembling an ant's face. This metamorphasis takes 24 hours to complete, during which the Locust takes a -5 excrutiating agony penalty to any action performed, as well as losing access to all skills requiring vocalization and facial expression (other than those utilized by people in excrutiating pain). Mandible Biots grant the following:
- -1 to Charisma (cumulative with the normal -1 to Charisma from just having the Biot establish itself)
- 1d4 Bite attack (Poisoned, damage dealt to Constitution)
- +4 to Intimidate checks
- All helms must be custom-made to fit the Locust (such items are considered +1 masterwork items).
- Shriek(Su): This ability is by far one of the most devastating attacks available to Locusts. Once per day, the Locust may take a full-round action to emit a piercing shriek able to deafen, damage, and possibly kill any creature in its path. This attack takes the form of a 40ft cone which deals 1 point of sonic damage per caster level. Any creature struck is also stunned for 1 turn and deafened for 10 rounds. Any exposed brittle or crystalline object or creature takes 20 points of sonic damage per caster level (maximum 15th). An affected creature is allowed a Fortitude save (DC 10 + Locust's Constitution score) to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save (DC 10 + Locust's Dexterity score). Should a living creature be struck by a shriek and fail an attempted Fortitude save, it must then make another Fortitude save (DC 25). A failed save means that the creature's brain (if it has one) has been liquified by the sonic force, and dies instantly. This ability improves to twice per day at 13th level, three times at 15th, and five times at 18th. This improves to a move action at 20th level.
Carapace Biots: Upon reaching 13th level the Locust's skin hardens and becomes akin to an insect's shell. After reaching 13th level, the Locust has 12 hours to find a safe place, following which he will undergo a cocoon-like transformation for 48 hours. During this time, the Locust is treated as an object, and if his cocoon is broken he will be in a weakened state. Once finished, the Locust's skin becomes chitinous. Carapace Biots grant the following:
- +2 Constitution
- DR 4/Good,Fire
- Hit Die increases to d12 from this point on
- Heavy armor becomes unusable by the Locust owing to the fact that his carapace makes it almost impossible to put it on. As well, any light or medium armor he wears must be made specifically for the Locust (all such items are considered +1 masterwork items).
Leg Biots: Upon reaching 16th level, the Locust has 12 hours to find a safe place, after which his legs bind together and he is subject to 24 hours of excrutiating agony while his legs cocoon and metamorphasize. Leg Biots grant the following:
Wing Biots: Upon reaching 19th level, a Locust is granted insect wings by his god. 12 hours of excrutiating agony. Wing Biots grant the following:
Aura (Ex): Locusts have a particularly powerful aura which resonates as evil. (see the detect evil spell for details.)
 The Epic Locust
|21st||Improved Shriek 1/day|
|23rd||Bonus Feat, Shriek 7/day|
|24th||Third Arm Biot, Multiattack|
|26th||Bonus Feat, Shriek 10/day|
|27th||Fourth Arm Biot|
Skill Points Per Level
 Class Features
All of the following are class features of the Epic Locust:
Improved Shriek (Su): Once per day, a Locust can expend 5 uses of Shriek and take 4 points of ability damage to Constitution to instead let loose a howl containing all of Abaddon's hatred and rage. Creatures in a 40ft cone take 5d10 sonic damage, and can make a Fortitude save (DC 15 + Locust's Constitution score) for half damage. Any crystalline objects shatter instantly, and crystalline creatures must make a Will save (DC 15 + Locust's Wisdom score) or shatter instantly. Should a living creature be struck by an Improved Shriek and fail an attempted Fortitude save, it dies instantly. Should a living creature be struck by a shriek and fail an attempted Fortitude save, it must then make another Fortitude save (DC 25). A failed save means that the creature's brain (if it has one) has been liquified by the sonic force, and dies instantly.