| Mike Alchus 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