Sunday, January 23, 2011

Queen of the Clamazons!

Sunaami Phoon

NPC
Character Type:  Clamazon
Alignment:  Chaotic

Level:  10th
Hit Points:  100
Armor Class:  -1

Abilities
Strength:  20 (+4 To Hit / Damage)
Dexterity:  16 (-2 AC)
Constitution:  17
Intelligence:  12
Willpower:  16
Charisma:  18

Saving Throws
Energy Attacks:  7
Poison / Death:  6
Stun Attacks:  8
Radiation:  7

Mutations:  Combat Empathy, Empathy, Frailty (Water Dependency) [D], Increased Physical Attribute (Strength), Intellectual Affinity (Martial), Natural Armor (Extreme) (x2)

Special Abilities
Warrior Queen  (+3 HD above racial HD)
"Shellmet" (-1 AC, +2 to Saving Throws Versus Stun Attacks)

Weapons
Warp-Field Sword (1d8 + 16, treats any armor as if 2 AC worse)
Longsword (1d8)
Trident (1d6)

Bonus Totals
To Hit:  +9  (Str + Combat Empathy + Martial Affinity)
Extra Melee Damage:  +4d6+7  (Str + Increased Str + Combat Empathy + Martial Affinity)

XP:  4,100

Description
Sailors pray to their gods at the mere mention of the name Sunaami Phoon, Queen of the Clamazons.  Also known as "The Reefreaver" and "She of the Sword and Shell", Phoon terrorizes the seas with a veritable army of her sister-brigands.  She clawed her way to the top rank of her race through force, ferocity, and guile (plus a generous use of her Empathy mutations), and she is as deadly and merciless in combat as she is bawdy and lusty in her passions.

Although Clamazons have no conception of modesty and generally wear only the most cursory of garments (if any at all), Phoon frequently adorns her battle-scared carapace in Ancient jewelry and accessories.  Such decoration feeds her vanity just as much as it inspires her followers.

She sports an elaborate head-shell that functions as a helmet proper.  She can open and close it at will, and often positions it so that only her glowing eyes are revealed within. 

Phoon favors swords both archaic and technological, and enjoys toying with lesser foes by forcing them into unfair, outclassed swashbuckling duels.  And despite her penchant for raw brutality, she often holds back on attacks, so as to draw out combats for her own savage amusement.


Mutagenic Milestone!

3 months, 50 distinct muties, and 26 followers.  Not too shabby, methinks.

I've had a hoot AND a holler doing this blog.  Much gratitude to you all.

As a special thanks, I'm posting a bonus NPC...the dreaded QUEEN OF THE CLAMAZONS!

"S" is for "Scarykeet"

Scarykeet

No. Enc.:  1d4 (2d6)
Alignment:  Chaotic
Movement:  12' (4')
          Fly:  120' (40')
Armor Class:  3
Hit Dice:  1
Attacks:  1 (bite)
Damage:  1d3
Save:  L2
Morale:  9
Hoard Class:  None
XP:  25

Scarykeets are tiny birds with distinctive head plumage that resembles nothing less than a human skull.  They nest in deep forests, jungles, and Ancient ruins.

While not intelligent in the traditional sense, scarykeets evince a malevolent, sinister cunning.  They effectively use their Empathy and Mental Phantasm Mental Mutations to instill abject terror within their prey, resulting in paralysis, hysteria (where the victim attacks its fellows), or a panicked flight response (with the victim invariably fleeing into environmental hazards, or nearby lairs of dangerous creatures).  Scarykeets particularly target those with Phobia Drawbacks, so as to manipulate their prey's deepest fears.  When a victim is subduedeither by direct or indirect meansthe flock descends to feed on the remains.

All scarykeets are considered to have a  WIL score of 12+1d6, and they are immune to the effects of the Vampiric Field Mutation.

Mutations:  Empathy, Mental Phantasm, Mind Thrust, Vampiric Field