Spawn's Cloak/Armor? Design

Vlos

First Post
This is for those who like to create magic items.

Ok, I play in a EPIC level campaign and I'm currently in the process of creating a new character. The character will be about level 28. I am trying to design the cloak/suit similar to Spawn's and will need to get it approved by the GM, but have already dropped a hint at it.

Rather than start with the allotted magic/gold for our characters start out with a "bonded" item. This contains part of the character's soul and is tied directly to the character. Our characters are "awakened" by our patron who gives us this bonded item and we are his servants or minions (for lack of better word).

The rules for creating a bonded item are:
- 1x EPIC Feat
- 3x Non-EPIC Feats
- Properties worth 240,000gp
- Powers (spells) calculated as if cast at 20th level
- No extra costs for multi powers or non-related powers.
- Cannot have a single enchantment greather than +5, and a max of +10 with powers.

Other information:
- Primarily 3.5 with some 3.0 carryover.
- Cohorts are allowed to be EPIC without EPIC leadership, but are a minimum of 6 levels behind EPIC character regardless of leadership score.
- Allowed Dragon Cohort feat (reduces Cohort ECL by 3, but removes other followers). A feat similar to this would probably be used since it would only be one cohort, so I expect him to be about lvl 21 or 22 (see below).


Ok, so the concept is to build out an cloak or suit similar to Spawn's.

Initial Thoughts:
- One of the item feats is a Cohort/Leadership Feat, which will allow the cloak/suit to become "alive". I was then thinking of designing a cohort around Fighter/Devoted Defender (SnF). This would allow the cloak to defend off attacks. Also allow the suit to sprout chains to attack nearby targets with little or no thought from wearer. The cohort would be designed with spiked chains as primary weapon, but may "sprout" others possibly.
- The cohort would be developed as a normal character (without equipment) gaining levels and feats (not sure about hitpoints - but possibly act as items HP).
- If cohort is EPIC level, probably only a level or 2, I was thinking Legendary Dreadnaught for its Umovable feature.
- Character it is being designed for is not yet fully developed but will be combat based (a non-caster).
- Another item Feat should probably be Improved Initiative so that it always goes before the wearer (if desired)
- Powers for the cloak I am thinking protective mostly, but basically have 240,000gp to spend on it.



Other thoughts (need to get GM approval):
- To "improve" the item through game play - so that it keeps up to par - I can have the cloak "absorbe" items which would then enhance the cloak. For example, the chains that shoot out fom the cloak, may only be +1 to start with, but if I come across a +3 sword, I could absorbe the sword (destroying it in the process) and then the chains could gain the +3 property (or some portion of it).

Let the creative juices flow!

PS: Normally either the GM or other players develop these for the player, but with their input, so I thought it would be interesting to get EnWorlds input.
 
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Just an example of my other characters bonded item: which is taking a sebaticle.

It was an orb embeded in her palm.
- Non-EPIC Feats, Quickchange, Quickchange, Combat Reflexes
- EPIC Feat: Geater Elemental Change

Powers:
- +8 Armor Bonus
- Hewards Handy Sack
- Greater Magic Fang 1/day (20th level).
- Simbuls? Spell Sequencer (9th level cast at 20th level) 1/day
 

well how about having the cohort be a "Master of Chains" prestige class from "Sword and Fist"
and instead of it taking damage it instead drains hp from you ( kinda like giving it some of your life force to repair it) and to be like spawn you need alot ok key things.

Regeneration
Mold your cape into anything
Fire Reist.
weak V.S. Holy.....Stuff
mental link with Armor and Cape
Morph Gauntlets into Melee Weapons
Ability to retract/grow some parts of your....attire
and a sadastic sense of humor. lol
 

Yeah, I had originally thought of the Master of Chains, but after looking at the class it really didn't seem to fit the Spawn theme.

This is what I have come up with so far.

Suit/Cloak:
- EPIC Feat:
-> Improved Combat Reflexes

- Non-EPIC Feats:
-> Leadership (this will pay for the cohort [extra attacks])
-> Combat Reflexes

- Other Powers:
-> Regeneration (Monsterous Regeneration [MoF] 160,000gp)
-> +6 CON (36,000gp)
-> Greater Fire Resist (48,000gp) (though this puts us over)


01) Now I suggest the cohort be developed similar to a regular cohort, except that it will use the same stats as the Nameless one.

02) I don't think skills would matter, unless they gave some type of benefit, for example the suit having jump would give synergy bonus to jumping, but probably not.

03) Cohort Build, Fighter x/Devoted Defender 10, and when it gets EPIC, Juggernaut would seem logical.

03.1) the DD gets several abilities that lend itself for this, "In harms Way", "Defensive Strike", "Deflect Attack", "Armor class bonus".

03.2) Harm's Way - the DD may elect to place herself in path of danger in order to protect her single charge. Simple the cloak flares up to take the damage in place of the Nameless one.

03.3) Defensive Strike - the DD may make an AoO against any adjacent opponent who attaacks your charge. Simple the chains can shoot out to make these attacks. They would use the BAB of the cohort.

03.4) Deflect Attack - the DD defender can attempt to parry a melle attack against her charge once per round by making reflex save DC20. Simple, The chains can shoot out to deflect an incoming melee attack.

03.5) Armor Class Bonus - the DD gets a AC bonus (5) at 10th level. This would simply apply to the cloak.

04) The cloak would have hit points and once down or below zero it is no longer functioning until it can rest/heal. (how would it heal? HP from owner? transfered)?

05) The cohorts feats would only be usable by the cloak/suit, but both would benefit from the bonded items feats.

06) The suit can use chains to make attacks as per the cohort at nearby targets using its BAB.

07) Attacks against the wearer would damage the wearer unless cloak uses one of its powers.
 

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