Obly99
Hero
A continuation of my old template (https://www.enworld.org/threads/things-from-my-setting.689306/post-8730456). When you want the leader of the pack to be not only higher level but also bigger and badder.
An alpha is a beast among beast, a leader. Larger, more powerful, and muscular than a simple lycanthrope, he commands his pack with the strength and fear he inspires.
Creating an Alpha
“Alpha” is a template that can be added to any living creature with a generally humanoid form—namely, two arms, two legs, and a head or to any natural lycanthrope (referred to hereafter as the base creature). The alpha template can be inherited (for natural alpha) or acquired (for slayer alpha), see new blood for the pack.
An alpha uses either the original creature’s (referred to hereafter as the base creature) statistics and special abilities or those of some other kind of creature (referred to hereafter as the base monster) as described here. The alpha template work as the natural lycanthrope template with the following differences.
Challenge Rating: Same as base creature + 2 + 1/3 the CR of the base monster (minimum +3). Compare the CR of the alpha’s monster form to creatures of the same CR and adjust as necessary using the Monster Creation rules as a guide. If applied to a lycanthrope the CR increase by +2.
Size: When the alpha take hybrid or monster shape form, his final size increase by +1. This stack with other effects that increase size like enlarge person.
Aura: In hybrid and monstrous forms the alpha also gains the frightful presence ability (30 ft.).
AC: In hybrid or monster form the lycanthrope has the natural armor bonus of the base monster +6.
Defensive Abilities:
True Beast of Legends (Ex)
An alpha’s DR/silver cannot be overcome by weapons that are not silver or mithral, regardless of their enhancement bonus or abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge. An alpha in monster or hybrid form gains fortification (50%); this fortification does not apply against critical hits or precision damages with silver weapons. At 10 HD an alpha in monster or hybrid form gains immunity to critical hits or precision damages not dealts with silver weapons. This replace the beast of legends ability of the lycanthrope template.
Special Attacks:
Alpha’s Influence (Su)
The alpha exerts influence over allies in the area. Using the alpha’s influence is a swift action. The alpha influence can be used for a number of rounds each day equal to the lycanthrope HD, but they does not need to be consecutive. He can dismiss alpha’s influence with a free action. Alpha’s influence affects all allies within 60 feet (excluding himself) who can hear or see the pack alpha. An ally must have an Intelligence score of 3 or higher and be able to understand the alpha’s language to gain the bonus. An alpha’s influence is dismissed if the lycanthrope is dazed, unconscious, staggered, paralyzed, or otherwise unable to be heard, see or understood by her allies. All bonuses granted by an alpha’s influence are moral bonuses. The alpha’s influence lets allies add +1 to attack rolls, weapon damage rolls, saving throws, and skill checks. This bonus improves by +1 at 11 HD and every 6 HD thereafter.
Bloodthirsty (Ex)
One of the alpha’s natural attacks (usually bite) deals bleed damage equal to ½ his HD (minimum 1) on a hit. This bleed damage does not stacks. On a critical hit with this attack, the target also takes 1 point of Constitution damage as the alpha rips off the flesh of the victim. Also, the alpha gains the blood rage universal monster ability, though he may choose to suppress this rage for 1 round as a free action. This replace the bloodthirsty ability of the lycanthrope template.
Leader of the Pack (Ex)
The alpha can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to all of his allies within 30 feet (but not to himself or another alpha). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies’ initiative count; the round continues normally after the alpha’s turn is over. A character can benefit from this ability only once per round, even if multiple leader of the pack are used in the same round. If an ally chooses not to take the extra move action, it is lost. At 8 HD and every 8 HD thereafter, the alpha gains another daily use of this ability.
Pheromones (Ex)
As the base lycanthrope template but the DC gains a +4 racial bonus.
Powerful Rage (Ex)
At 2 HD, the alpha may select a barbarian rage power, which functions whenever his blood rage is active. He treats ½ his HD as his barbarian level for all purposes related to rage powers. He gains an additional rage power at 6 HD and every 6 HD thereafter. These rage powers cannot be changed once chosen. The alpha may select the Extra Rage Power feat.
Run with the Pack (Sp)
At 10 HD, the alpha can touch a willing creature and polymorph it into an animal or dire animal of his type, as beast shape III. This transformation last 24 hours but the creature can dismiss it as a standard action. The alpha can use this ability as a standard action a number of times per day equal to ½ his HD. If the alpha base monster is not an animal, select another spell appropriate for the form.
Wild Hunt (Su)
Once per day, the alpha can grant himself and a number of allies equal to his Hit Dice the ranger’s quarry class feature, longstrider, tireless pursuers, and air walk (caster level equal to the lycanthrope’s Hit Dice) for 24 hours, designating a single creature as the target of the hunt.
Special Qualities:
New Blood for the Pack (Ex)
If a lycanthrope personally slay an alpha of the same type (werewolf-werewolf; werebear-werebear; he must have personally defeated the opponent [he must take the majority beneficiary of any EXP gained from the opponents defeat for this ability to take effect]), he become a natural lycanthope (if he was an infected lycanthrope) and gains the alpha template. Lycanthrope that gains the alpha template in this way are called slayer alpha.
True Child of The Moon (Su)
When the moon is at least half full, the alpha gains the benefit of heroism whenever he is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the alpha gains the effect of greater heroism and haste rather than heroism, and retains the benefit indoors. This replace the child of the moon ability of the lycanthrope template.
Abilities: +2 Wis, +2 Cha in all forms (also lose the -2 Cha of the original lycanthrope template, if any); +8 Str, +4 Con in hybrid and monster forms.
Alphas have enhanced senses and are in full in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a lycanthrope’s physical ability scores (Strength, Dexterity and Constitution) change when he assumes hybrid or monster form. In base form, the lycanthrope’s physical ability scores are unchanged from the base creature’s form. In monster and hybrid forms the lycanthrope’s physical ability scores are the same as the base creature’s or the base monster’s, whichever ability score is higher (plus the +8 to Str and +4 Con). If the base monster has no score in an ability, the lycanthrope uses the base creature’s score in all forms. If the base creature has no score in an ability, it gains the base monster’s score in hybrid and monster form.
Alpha
An alpha is a beast among beast, a leader. Larger, more powerful, and muscular than a simple lycanthrope, he commands his pack with the strength and fear he inspires.
Creating an Alpha
“Alpha” is a template that can be added to any living creature with a generally humanoid form—namely, two arms, two legs, and a head or to any natural lycanthrope (referred to hereafter as the base creature). The alpha template can be inherited (for natural alpha) or acquired (for slayer alpha), see new blood for the pack.
An alpha uses either the original creature’s (referred to hereafter as the base creature) statistics and special abilities or those of some other kind of creature (referred to hereafter as the base monster) as described here. The alpha template work as the natural lycanthrope template with the following differences.
Challenge Rating: Same as base creature + 2 + 1/3 the CR of the base monster (minimum +3). Compare the CR of the alpha’s monster form to creatures of the same CR and adjust as necessary using the Monster Creation rules as a guide. If applied to a lycanthrope the CR increase by +2.
Size: When the alpha take hybrid or monster shape form, his final size increase by +1. This stack with other effects that increase size like enlarge person.
Aura: In hybrid and monstrous forms the alpha also gains the frightful presence ability (30 ft.).
AC: In hybrid or monster form the lycanthrope has the natural armor bonus of the base monster +6.
Defensive Abilities:
True Beast of Legends (Ex)
An alpha’s DR/silver cannot be overcome by weapons that are not silver or mithral, regardless of their enhancement bonus or abilities that normally bypass damage reduction, such as a paladin’s smite evil or a mythic champion’s fleet charge. An alpha in monster or hybrid form gains fortification (50%); this fortification does not apply against critical hits or precision damages with silver weapons. At 10 HD an alpha in monster or hybrid form gains immunity to critical hits or precision damages not dealts with silver weapons. This replace the beast of legends ability of the lycanthrope template.
Special Attacks:
Alpha’s Influence (Su)
The alpha exerts influence over allies in the area. Using the alpha’s influence is a swift action. The alpha influence can be used for a number of rounds each day equal to the lycanthrope HD, but they does not need to be consecutive. He can dismiss alpha’s influence with a free action. Alpha’s influence affects all allies within 60 feet (excluding himself) who can hear or see the pack alpha. An ally must have an Intelligence score of 3 or higher and be able to understand the alpha’s language to gain the bonus. An alpha’s influence is dismissed if the lycanthrope is dazed, unconscious, staggered, paralyzed, or otherwise unable to be heard, see or understood by her allies. All bonuses granted by an alpha’s influence are moral bonuses. The alpha’s influence lets allies add +1 to attack rolls, weapon damage rolls, saving throws, and skill checks. This bonus improves by +1 at 11 HD and every 6 HD thereafter.
Bloodthirsty (Ex)
One of the alpha’s natural attacks (usually bite) deals bleed damage equal to ½ his HD (minimum 1) on a hit. This bleed damage does not stacks. On a critical hit with this attack, the target also takes 1 point of Constitution damage as the alpha rips off the flesh of the victim. Also, the alpha gains the blood rage universal monster ability, though he may choose to suppress this rage for 1 round as a free action. This replace the bloodthirsty ability of the lycanthrope template.
Leader of the Pack (Ex)
The alpha can direct and motivate his allies to act immediately. Once per day, as a standard action, he may grant an extra move action to all of his allies within 30 feet (but not to himself or another alpha). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies’ initiative count; the round continues normally after the alpha’s turn is over. A character can benefit from this ability only once per round, even if multiple leader of the pack are used in the same round. If an ally chooses not to take the extra move action, it is lost. At 8 HD and every 8 HD thereafter, the alpha gains another daily use of this ability.
Pheromones (Ex)
As the base lycanthrope template but the DC gains a +4 racial bonus.
Powerful Rage (Ex)
At 2 HD, the alpha may select a barbarian rage power, which functions whenever his blood rage is active. He treats ½ his HD as his barbarian level for all purposes related to rage powers. He gains an additional rage power at 6 HD and every 6 HD thereafter. These rage powers cannot be changed once chosen. The alpha may select the Extra Rage Power feat.
Run with the Pack (Sp)
At 10 HD, the alpha can touch a willing creature and polymorph it into an animal or dire animal of his type, as beast shape III. This transformation last 24 hours but the creature can dismiss it as a standard action. The alpha can use this ability as a standard action a number of times per day equal to ½ his HD. If the alpha base monster is not an animal, select another spell appropriate for the form.
Wild Hunt (Su)
Once per day, the alpha can grant himself and a number of allies equal to his Hit Dice the ranger’s quarry class feature, longstrider, tireless pursuers, and air walk (caster level equal to the lycanthrope’s Hit Dice) for 24 hours, designating a single creature as the target of the hunt.
Special Qualities:
New Blood for the Pack (Ex)
If a lycanthrope personally slay an alpha of the same type (werewolf-werewolf; werebear-werebear; he must have personally defeated the opponent [he must take the majority beneficiary of any EXP gained from the opponents defeat for this ability to take effect]), he become a natural lycanthope (if he was an infected lycanthrope) and gains the alpha template. Lycanthrope that gains the alpha template in this way are called slayer alpha.
True Child of The Moon (Su)
When the moon is at least half full, the alpha gains the benefit of heroism whenever he is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the alpha gains the effect of greater heroism and haste rather than heroism, and retains the benefit indoors. This replace the child of the moon ability of the lycanthrope template.
Abilities: +2 Wis, +2 Cha in all forms (also lose the -2 Cha of the original lycanthrope template, if any); +8 Str, +4 Con in hybrid and monster forms.
Alphas have enhanced senses and are in full in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a lycanthrope’s physical ability scores (Strength, Dexterity and Constitution) change when he assumes hybrid or monster form. In base form, the lycanthrope’s physical ability scores are unchanged from the base creature’s form. In monster and hybrid forms the lycanthrope’s physical ability scores are the same as the base creature’s or the base monster’s, whichever ability score is higher (plus the +8 to Str and +4 Con). If the base monster has no score in an ability, the lycanthrope uses the base creature’s score in all forms. If the base creature has no score in an ability, it gains the base monster’s score in hybrid and monster form.