DeskariLord of the Locust HostSource Inner Sea Gods pg. 320 Pathfinder Wiki DeskariDetailsAlignment CE Pantheon Demon Lords Areas of Concern Chasms, infestations, locusts Domains Chaos, Destruction, Evil, War Subdomains Blood, Catastrophe, Demon (Chaos), Demon (Evil), Insect*, Tactics * Requires the Acolyte of Apocrypha trait. Favored Weapon Scythe Symbol Bloody locust wings Sacred Animal(s) Locust Sacred Color(s) Green, red
ObedienceMeditate while allowing insects or worms of any type to crawl upon your body—if no such vermin is available, you must instead lie facedown in a trench dug into soil and mouth prayers to Deskari into the dirt while scratching yourself with sharp bits of bone or wood. Gain a +4 profane bonus on all saving throws against disease and against effects caused by vermin.DemoniacSource Book of the Damned - Volume 2: Lords of Chaos pg. 14 1: Swarming Susurrus (Sp) inflict light wounds 3/day, summon swarm 2/day, or summon monster III (vermin only) 1/day 2: Swarm Walker (Su) You can walk through any swarm without fear of taking damage or suffering any ill effects— swarms recognize you as one of their own. As long as you stand within a swarm, you gain a +4 profane bonus on Initiative checks and on all saving throws. 3: Swarm Master (Sp) Quickened insect plague 1/day.EvangelistSource Book of the Damned pg. 42 1: Locusts’ Gifts (Sp) jump 3/day, acid arrow 2/day, or fly 1/day 2: Avatar of the Locust Host (Sp) You can cast verminous transformation as a spell-like ability once per day; the swarming parts of your body are comprised of locusts, and your swarm attack deals double damage to plant creatures. 3: Infestation of Flesh (Su) Once per day as a standard action, you can take the form of a hellwasp swarm for up to 8 hours. You gain swarm traits (including immunity to weapon damage) and a swarm attack. You also gain the distraction, inhabit, and poison special attacks. While in this form, you cannot perform any actions that the swarm could not perform; this includes casting spells with somatic components and wielding weapons or items. While not using the swarm’s inhabit ability, you can return to your normal form as a full-round action. This is a polymorph effect.ExaltedSource Book of the Damned pg. 42 1: Swarming Susurrus (Sp) inflict light wounds 3/day, summon swarm 2/day, or summon monster III (vermin only) 1/day 2: Swarm-Walker (Su) You can walk through any swarm without taking damage or suffering any ill effects—swarms recognize you as one of their own. As long as you stand within a swarm, you gain a +4 profane bonus on initiative checks and saving throws. 3: Swarm Master (Sp) You can cast quickened insect plague once per day.SentinelSource Book of the Damned pg. 42 1: Split the Earth (Sp) stumble gap 3/day, create pit 2/day, or spiked pit 1/day 2: Planar Wound (Su) You can cut through the fabric of reality, delivering foes to your master’s embrace. Three times per day as a standard action, you can strike the ground with a scythe to open a fissure under your feet or the feet of an adjacent Medium or smaller creature (if you target yourself, the rift opens just enough to let you—and only you—through, regardless of your size). This fissure is a planar rift that sends the creature to the Rasping Rifts in the Abyss, as per plane shift, except the fissure can transport only one creature and closes instantly after doing so (or after being avoided). An unwilling target can attempt a Reflex save (DC = 10 + half your Hit Dice + your Charisma modifier) to evade the fissure and negate this effect. Flying and levitating creatures are immune to this effect, and a creature capable of flight that is standing on the ground can avoid this effect if it succeeds at a DC 20 Fly check (it can still attempt a Reflex save to avoid the spell if it fails this Fly check). 3: Welcome the Rasping Rifts (Sp) You can cast rift of ruin once per day as a spell-like ability. When the rift closes, each creature still present within the rift must attempt a Will save (against the spell’s save DC). Creatures that succeed at this save are expelled violently (as normal for the spell), while those that fail are expelled violently into the Rasping Rifts in the Abyss. If you close the rift early to summon creatures, you summon one additional creature of the same type.For Followers of DeskariFeatsChannel DiscordMagic Items - SetsDread Demonic ArmorMagic Items - Wondrous ItemsDagon's EyeSpellsAbyssal VerminTraitsDemonic PersuasionUnique Spell RulesSource Pathfinder #78: City of Locusts pg. 70
AntipaladinCape of Wasps can be prepared as a 4th-level spell Vermin Shape I can be prepared as a 4th-level spell
Cleric/WarpriestCreate Pit can be prepared as a 3rd-level spell Cape of Wasps can be prepared as a 4th-level spell Vermin Shape I can be prepared as a 4th-level spell Vermin Shape II can be prepared as a 5th-level spell Acid Pit can be prepared as a 6th-level spell
Unique Summon RulesSource Pathfinder #78: City of Locusts pg. 70 Summon Monster IV: Vermlek Summon Monster V: Fiendish Giant Locust Summon Monster VI: Fiendish Giant Mosquito
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