Alpha

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(created by Orion Ussner Kidder)

Full Name: Alpha.

Appearance: A slight werewolf, she has the claws, the teeth, the appearance of her kind but not the sheer bulk. She doesn’t cower from a fight so much as she hangs back, watching, waiting for an opportunity.

Personality/History: Alpha rose to power in Vancouver when she united the werewolf packs of the Lower Mainland and Pacific North West. She is rarely seen in person, instead working through pack leaders who she has a specific, personal relationship with.

Location: Vancouver, Canada.

Power Theme: Werewolf.

Combat/Tactics: Alpha is not a fighter. She uses lieutenants to do her fighting for her, and she is very good at inspiring them to fight ferociously.

 

Class Mastermind 20
Species Werewolf
Ethnicity Caucasian
Nationality Canadian
ECL 20 (20 CLs + 200 CPs)
Hit Dice 20 d6 (105)
Mass. Damage 50hp
Initiative +6
Speed 30 feet
Defence 31 +2* +2* +10* (Dex +2, Class +9, Natural +10, Dodge*, DMA*, Bombastic +10*)
Touch: 31 +10*, Flat-Footed: 29 +10*
Knockback 12
Base Attack +15/+10/+5 (mêlée: +16, ranged +17)
Unarmed Strike
1d3 NL
Wolf Slam 1d3 +1; +16i
Claw 1d6 +1; +16i
Bite 1d6 +1; +16i
Ability Scores Str 12 +1, Dex 14 +2, Con 14 +2, Int 12 +1, Wis 20 +5, Cha 30 +10
Normal: Str 8, Dex 10, Con 10, Int 8, Wis 18, Cha 26
Size/Reach Medium / 5 ft.
Allegiance
Saves Fort +13 (+9, +2, +2) Ref +12 (+6, +2, +4) Will +17 (+12, +5)
APs 20
Rep. 15
Occupation Academic
Skills 161 Bluff +38 (Cha, rnk 20, Syn +8), Diplomacy +38 (Cha, rnk 20, Syn +8), Handle Animal +30 (Cha, rnk 20), Intimidate +38 (Cha, rnk 20, Syn +8), Knowledge: arcane lore +21 (Int, rnk 20), Knowledge: behavioural sciences +21 (Int, rnk 20), Perception +25 (Wis, rnk 20), Sense Motive +25 (Wis, rnk 20)
Languages English,
Feats Brawl, Dodge, Defensive Martial Arts, Combat Expertise, Lightning Reflexes (Awesome Reflexes), Great Fortitude, Power Focus (Improved, Greater), Field Commander V (4 teammates, 15 ft.), Improved Initiative
Proficiencies Weapons (melee), Weapons (ranged), Firearms
Power Die 20 d10 (210 pp)
Origin Mystical
Powers 201 cp
Ability Enhancement Str +4, Dex +4, Con +4, Int +2 Cha +1 30cp
Amazing Leap Jump +10 1cp
Animal Affinity 3cp
Catfall ignore 50′, 2cp
Cause Fear Will DC 34, 1d6 rounds, shaken (-2 att, save, skills, ability), frightened (run away), panicked (drop everything); Ranged 30′ 10cp
Damage Reduction Super DR 10/silver 13cp
Natural Armour +10 20cp
Natural Weapons claws 1d6, Extra Weapon: bite, 1d6 3cp
Regeneration Rapid Regen Rnk 6 18hp/round (silver), Cling to Life 20cp
Super Senses Perception +2, Blindsense I, Scent (30′, as seeing) 9cp
Summon Creature 2pp/rank (By CL); full-round, Extended Range 60′, Move Action, Large Creature 3cp, Powerful Creature rnk 27 90cp
Creature HP: 70, Speed: Walk 75 ft, Defence: 20 (Natural +1, Dex +10, Large -1); DR 2 /super; BAB: +10, Mêlée: +20, Ranged: +20; Attack: 30cp Energy Attack/Natural Weapon; Size/Reach: Large / 10 ft., Saves: Fort +21, Ref +21, Will +21; Ability Scores: All 30 +10, Skills: Perception +23, Stealth +23
Energy Strike: 20 d6, melee; 1pp/d6; att +20/+15; knockback (supreme, distance)
Ranged Energy: 12 d6, 50′; 1pp/d6; att +20/+15 19-20/x3; lingering 12
Energy Cone: 10 d6, 40′; 3pp/d6; Ref 30 for half
Natural Weapons: claw/claw/bite 8d6; +20/+15; super, extra, retractable
Ads & Comps Form Shift (1pp; move): human, hybrid, wolf (+0cp); Curse of Lycanthropy: bite, Con save (+0cp)
Special Abilities Imposing Presence +8 (Bluff, Dip, Intim), Tactical Genius +8 (skills/attacks), Inspiring Presence +8 (at/dmg/will)
Encyclopedic Memory: re-roll failed Knowledge check twice / session
Exhort Lieutenants (1AP;free action): +1 bonus skill & saves, 10 people, 50′ R
Opportunist: someone in mêlée reach takes damage, you get an AO; once per turn (counts against total per turn)
Scare Tactics: roll two d20s Intimidate once per turn
Slippery Mind: re-roll failed mind-affecting Will Save on your next turn (once per effect)Field Commander V: 4 teammates, 15′ reposition
Wealth
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