Lacedon

Mike Alchus's page

Goblin Squad Member. RPG Superstar 8 Season Star Voter, 9 Season Dedicated Voter. Organized Play Member. 38 posts (42 including aliases). No reviews. No lists. 1 wishlist. 6 Organized Play characters. 1 alias.


Star Voter Season 8, Dedicated Voter Season 9

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I saw a few posts of ppl that just dismissed tech-based items all together, but I would certainly love some critique that goes beyond that. Thanks!

Tormentor
Aura moderate necromancy and enchantment; CL 7th
Slot none; Price 47,300 gp; Weight 7 lbs.
Description
A terrifying weapon to behold, this chainsaw’s (Technology Guide) 2-foot-long blade extends from a large black rock carved into the shape of an octopoid creature, it’s tentacles oozing a black oily ichor. The blade itself is surrounded by teeth that seem to have been attached haphazardly. The weapon’s handles are scorched bones protruding from the blade’s base.

When this +2 chainsaw is activated, the teeth surrounding the blade spin blindingly fast producing an unnerving sound akin to that of people screaming in terror. Anyone within 30’ of the wielder who hears this must make a DC 16 Will save or become shaken until the chainsaw is turned off (the wielder is immune to this effect). Once per day as a swift action, the wielder may designate a target within sight to be the victim of Tormentor’s madness, invading their mind so that the wielder appears as an unfathomable mass of demonic eyes and razor sharp teeth. The first time this target is struck by Tormentor they must make a DC 16 Will save. A successful save causes the victim to become frightened until the wielder’s next turn, while a failed save causes the victim to temporarily (1d4 rounds) descend into insanity, becoming panicked. While in this panicked state, Tormentor causes an additional 2d6 of non-lethal damage per hit.

Tormentor can be activated up to 10 times before it has been drained for the day. It recharges each night at midnight.

Construction
Requirements Craft Magic Arms and Armor, crushing despair, fear; Cost 23,650 gp


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The Washington, DC Metro Area's new virtual home is transitioning to Meetup.com. If you are in the area (we basically have you covered from Fredericksburg, VA up towards Columbia, MD), or will be in the area for one of our many gamedays, Please feel free to signup! 100% free of course!

We have games coming up this weekend in both Fredericksburg (our first "official" foray into this area) and Falls Church, VA. As well as many more upcoming PFS games and a monthly mini-painting class (this will be very helpful once all those Reaper Kickstarter packages start rolling out!).

If you have any questions about PFS in the DC area, please feel to stop by the meetup group, or contact me directly at PFSVentureCaptainDC at gmail dot com.

Thanks!


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Skeld wrote:

I've never liked the idea of sanctioned modules, so I don't care for even further integration of modules into PFS.

I also don't like the idea of changing play beyond level 12. If people like their PFS characters and want to continue to play them, why not just play them outside of PFS? Why is it necessary to shoe-horn additional rules in place to officially support playing past the level cap? ("Because some players want it" is a cop-out answer. Some players want psionics, savage species, spelljammers, epic rules, etc. Level cap at 12 and be done.)

-Skeld

I have to say I think these changes are all great. I think PFS play should be as all-inclusive as possible. If some people are able to spend the time to get their characters up to that level, why not let them progress higher and higher? It makes no difference to my lower level characters what other groups of pathfinders are achieving as far as level gains go.

I do agree that you can't cater to everybody's whim, like psionics, savage species, etc. However when enough of a player base asks for something and in this case expanding the level cap (and in the past, sanctioning module play), if it is doable, why not? Doing something like expanding the level cap through sanctioned modules does not affect the rest of the PFS player base at all. If you don't like sanctioned modules, that's that. You'll never have to worry about these proposed rule changes. When and if I'm able to get a character into position to reach 12th level at least I'll be able to make the "what's next" decision, and not know automatically that his time is just about at an end.