Wolverine


Conversions

Contributor

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Ok, just a random thread to see how other people would convert Wolverine from X-men into Pathfinder rules.

Post'em if you gottem.

Making an adventure with a NPC contact that has been "tortured" and infused with troll blood while he was a slave gladiator. Uses bladed gauntlets.


I am assuming track and scent....


Don't feel like statting him up completely, but I'd go for something like this:

20 pt buy
Human level 6 ranger/Level 4 Barbarian

Str 20
Dex 14
Con 14
Int 9
Wis 14
Cha 7

Two weapon fighting style, scent as a rage power, and give him the troll regeneration power.

Dark Archive

Start with an Anthropomorphic Wolverine (or Badger) from Savage Species. Shave it down. Mostly. Add Half-Troll template. Add 4 levels of Fighter and Weapon Focus / Weapon Spec (Adamantine Keen Bane (ninja) +5) Bladed Gauntlets. Add 2 levels of Barbarian (Extra Rage feat). Add 2 levels of Ranger (TWF, Track, maxed-out Stealth), a Flaw that it thinks it has a couple of levels of Samurai (but really doesn't) and a cigar. Season to taste.

This fits the original intended origin of Wolverine, that he would be one of the High Evolutionary's 'New Men,' an actual evolved anthropomorphic wolverine (who, in his first appearance, removed one of his clawed gloves during a conversation to drink some coffee).

Obviously, it's been a long, strange trip since then, and his origin (and powers) have changed at least twice since then. (He used to have super-speed, and no enhanced senses or regeneration, for instance, and his 'healing factor' has gone from taking several days to recover from being nearly killed by a gunshot to the stomach to being able to regenerate fully in a couple of hours from the bone marrow left in his skeleton after his body burned up during re-entry.) He's also gone from 5' 4" tall to about 6' 2", as short people aren't cool. :)

The upside of this whirlagig of fun that is his origin and powers? You get to pick the parts you like!

Dark Archive

I stated up some claw bracers that could work.


Vorpal keen clawed bracers?


I have stats at CR 12 for all of the xmen in 3.5. I made wolverine an anthopomorphic wolverine with the feral template, barbarian levels. Feral gives claws, pounce, fast healing, nice stat boosts, barbarian gives DR.

Shadow Lodge

Set wrote:
and his 'healing factor' has gone from taking several days to recover from being nearly killed by a gunshot to the stomach to being able to regenerate fully in a couple of hours from the bone marrow left in his skeleton after his body burned up during re-entry.)

Yeah...I much prefered the more vulnerable Wolverine. As it stands, Wolverine's main function in the X-Men is to take the worst hits a new villain can dish out so that the rest of the X-Men (and the readers) can be properly impressed by how powerful they are.

They he gets Quicksilver to ferry him around to the other half-dozen teams of X-Men and/or Avengers that he's a member of so he can do the exact same thing there.


We have to remember a couple of things regarding Wolverine (please note, I'm by no means an expert of the character, but years in the company of friends who know practically EVERYTHING about this character teached me a things or two):

1) Wolverine is not stupid.
Logan/James Howlett lived for more than a century, learned ninjutsu among the Clan of The Hand, and speaks fluently a dozen of languages. Most of these things can be explained through Skill points, but in his stories Logan is not a brutal berserker (except, well, when he enters in berserk); much akin to Conan, he has a quick mind and is a fine thinker - except when in battle his feral nature takes the best over him. As a matter of fact, I would give him at least 12 Int.

2) Wolverine 'build' is more based on Dexterity than Strength
Sabretooth is the 'real Barbarian' (and he is not stupid, either, except in later incarnations of the character), Logan is preternaturally agile (but still, less than Hank 'Beast' McCoy - who is more stronger than him, btw)

3) The main feature of Wolverine is his unnatural stamina (Constitution)
His Healing Factor is the main Mutant Power he possesses (along with his bony claws - a retcon of the recent years, but this is how he is universally recognized now), since the Adamantium Skeleton (btw, does he still possess it now? I'm quite lost on his continuity nowadays...) is simply an 'add-on' from the Weapon-X experiment.

For people playing on the Eberron Campaing Setting, the race is already set for them - Shifter (they are not-so-loosely based on him, there's even a Shifter feat called 'Healing Factor' !...), I would say Wildhunt (bonus to Constitution and Scent while Shifting).

However, for a more 'neutral-based' build, I would say:
Human, 25-point build (as a 'Homo Superior', you have to take the best there is... and he is the best there is at what it does, and what it does ain't pretty !...)

Barbarian 2/ Ranger (all other levels, depending on the expected NPC level) - you can maybe add even a couple of Fighter levels, if you want (but I'm personally against this)
Str 12 (2 pts)
Dex 16 (10 pts)
Con 16 (10 pts), +2 Racial
Int 12 (2 pts)
Wis 14 (5 pts)
Cha 7 (-4 pts)

Add Ability points either to Dexterity or Constitution (my bet is Constitution).

Barbarian abilities: Rage power -> Scent
Ranger Abilities: Favored Enemy -> Humans, Combat Style -> Two-Weapon Fighting
Adding Ranger levels, you would have to decide for additional Favored Enemies, giving Logan's history I would add Animals, Magical Beasts, Outsiders (in no given order); I would personally remove his Spellcasting ability and grant him some extra boons (Fast Healing would be appropriate :D )

As for feats, Weapon Finesse, Toughness and Extra Rage are good starting points.

Just my 2 Adamantium cents.


Looks nice, The Wraith.
I would consider giving him access to the "Troll Racial Class" from the WoW-RP-Corebook, which would give him fast healing equal to 1/2 his Con BONUS as a capstone ability after a mere three levels.

I once converted Nightcrawler (Kurt Wagner) for D&D 3.5, using the Enlightened Fist prestige class on an elven warlock3/monk3 base build. He could do anything the "real" Nightcrawler could do at level 16 at maximum - in addition to dealing out nasty damage with his Eldritch Blast and then some.
Essentially, he just needs Flee the Scene and Spider Walk and some more Invocations to represent anything you wish to include from the comic books or the movies.

Many of the X-Men can be represented by simply adding the warlock class or using psionic base classes.
Cyclops' eye rays? Eldritch Brimstone Spear/Cone.
Gambit and his cards? Flavored standard Eldritch Blast, really. And give him Leaps and Bounds to mirror his hightened agility.
Jean Grey and Professor Xavier are simple psions and so on...

Dark Archive

I stated Logan up as a wildhunt shifter barbarian/rogue. I think that it captured his essence pretty well without making him too over the top. There are racial feats, rage powers, and rogue talents that you can take that all give him a healing boost that would simulate his healing factor pretty well.


Well, it isn't converted to PF, but here is one done by Bane.

Wolverine

It uses the VP variant, which was determined to be more 'comic book' than Hp.

RPG Superstar 2010 Top 32

The Wraith wrote:
Barbarian 2/ Ranger (all other levels, depending on the expected NPC level) - you can maybe add even a couple of...

Pretty spot on I'd say. Only thing I'd argue with is levels in Fighter vs Ranger. I would say that he is most certainly specialized with the claws after nearly 100 years or use and has a very high number of feats (Trip, Improved Sunder, Vital Strike, Skill Focus: Perception, Improved Critical, Critical Focus, Endurance, Diehard, Improved Initiative, Stealthy, etc). A few too many to be a ranger, a good int and a Skill Focus: Perception will get you to his level of perception fairly quickly. The one benefit he gets from Ranger that he'd need would be TWF but Fighter feats could cover that as well. Also as Apocalypse Horseman of Death he wore some sort of Medium or heavy armor seemingly without problem and wielded a sword: pic

PS he's also had the adamantium back for quite a while now. ~2000-2001


Nether Saxon wrote:


I once converted Nightcrawler (Kurt Wagner) for D&D 3.5, using the Enlightened Fist prestige class on an elven warlock3/monk3 base build. He could do anything the "real" Nightcrawler could do at level 16 at maximum - in addition to dealing out nasty damage with his Eldritch Blast and then some.
Essentially, he just needs Flee the Scene and Spider Walk and some more Invocations to represent anything you wish to include from the comic books or the movies.

I did Nightcrawler once as a Lesser Tiefling Swordsage specializing in Shadowhand and Diamond Mind with some Desert Wind, Tiger Claw, and Setting Sun maneuvers thrown in there for fun.

Sovereign Court

I'd be tempted to saddle poor Wolvie with a Rage curse that would kick in during combat. Each round he would have to make a will save (DC10) to exit or keep from going "berserk." The Rage forces him to fight all characters (including allies) and would last until he dropped or no one was left to fight. Damage received each round would be added to the DC. Good times. :)


A while back, I created a version of Wolverine in my "Aberron" campaign... A cross of Eberron and Aberrant d20 with a little Gamma World thrown in...

Made him a dwarven "Nova" with levels in barbarian and ranger, fast healing and claws... Called him Nagol. ;)


This is easy with 3.X material.

Feral Template from Savage Species. 12 Monstrous Humanoid hit dice/levels to gain the full effect. 7+ Barbarian levels. Place his highest stat in Int to counter the lower int they naturally get.

That way you get what he is generally know for now. claws, regeneration, and berserker rage. Take up tracking as a feat.

Base race is human though.


Kthulhu wrote:
Set wrote:
and his 'healing factor' has gone from taking several days to recover from being nearly killed by a gunshot to the stomach to being able to regenerate fully in a couple of hours from the bone marrow left in his skeleton after his body burned up during re-entry.)

Yeah...I much prefered the more vulnerable Wolverine. As it stands, Wolverine's main function in the X-Men is to take the worst hits a new villain can dish out so that the rest of the X-Men (and the readers) can be properly impressed by how powerful they are.

They he gets Quicksilver to ferry him around to the other half-dozen teams of X-Men and/or Avengers that he's a member of so he can do the exact same thing there.

http://tvtropes.org/pmwiki/pmwiki.php/Main/TheWorfEffect


Found this many years ago.

Contributor

Ok, so, how much would you as a GM charge a player who has ...lets say Fast Heal and bone claws...to fleshwarp adamantine to his skeleton?

How much for fleshwarping of the armor to bone? Or maybe a Wizard or Alchemist to do the procedure?

Just the material cost to buy a crafted weapons might be like one of these?

Two weapons (claws and additional 200%)? 12,000gp

Two weapons plus light armor? 11,000?

Two weapons and the price of full plate armor maybe? 21,000gp

Two +1 weapons, +1 light plate armor with light fortification maybe? 18,000gp?


Barbarian (Totemic Warrior/Wild Rager)/Samurai (Order of the Ronin)


zerzix wrote:

Ok, just a random thread to see how other people would convert Wolverine from X-men into Pathfinder rules.

Post'em if you gottem.

Making an adventure with a NPC contact that has been "tortured" and infused with troll blood while he was a slave gladiator. Uses bladed gauntlets.

If you are making Wolverine than just give him the adamantine bones and claws. A high level wizard with a ring of regeneration and Corebook spells could do it.

Wolverine is just a regular guy Bone claws that was changed to Adamantine bones, Scent and Regeneration. He doesn't have any stat adjustments (Maybe I'd do a +2 Dex" his Fists hurt because there is adamantium hitting people in the face.

Class Wise he'd be a Fighter (possibly ranger, but that just sounds like a free two weapon fighting feat to me, and your favored enemy bonus won't really build up that high since you are bouncing between 2 or more classes) and Rogue or a Ninja (Ultimate Combat) someone mentioned earlier he's not stupid, but I also don't think he's a barbarian, because he's a trained soldier and a ninja. I would say Sabretooth is a barbarian, but I wouldn't call him stupid either.


Like a lot of "Superheroes", he is hard to do without gestalt. (and maybe the advanced creature template)

Contributor

Zerzix wrote:

Ok, so, how much would you as a GM charge a player who has ...lets say Fast Heal and bone claws...to fleshwarp adamantine to his skeleton?

How much for fleshwarping of the armor to bone? Or maybe a Wizard or Alchemist to do the procedure?

Just the material cost to buy a crafted weapons might be like one of these?

Two weapons (claws and additional 200%)? 12,000gp

Two weapons plus light armor? 11,000?

Two weapons and the price of full plate armor maybe? 21,000gp

Two +1 weapons, +1 light plate armor with light fortification maybe? 18,000gp?

So..? how much peoples thinking it would cost?


zerzix wrote:
Zerzix wrote:

Ok, so, how much would you as a GM charge a player who has ...lets say Fast Heal and bone claws...to fleshwarp adamantine to his skeleton?

How much for fleshwarping of the armor to bone? Or maybe a Wizard or Alchemist to do the procedure?

Just the material cost to buy a crafted weapons might be like one of these?

Two weapons (claws and additional 200%)? 12,000gp

Two weapons plus light armor? 11,000?

Two weapons and the price of full plate armor maybe? 21,000gp

Two +1 weapons, +1 light plate armor with light fortification maybe? 18,000gp?

So..? how much peoples thinking it would cost?

WAIT WAIT what's Fleshwarp? because you need to buy enough adamantium to fabricate the skeleton so far is part of the way I did it for another character.

Edit Fleshwarping doesn't work on bones just Flesh

Silver Crusade

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There needs to be support for his ability to be in every campaign a group is running at the same time.


I think most superheroes can be emulated with a splash of synthesist, you'd get claws, scent, I think even some regen, or at least DR. Maybe 4levels of syth to show the metal infusion, then the rest ranger/fighter/horizon walker. Or barb.

Contributor

8 Wizards wrote:
Edit Fleshwarping doesn't work on bones just Flesh

True, but figured flesh warp/bone warp, pretty much equal in ability. Just curious how much people think I should charge the player to do it.

I figured if you had enough material for entire armor with boots, bracers and such it might be enough to cover your bones...or at least by game standards. Thats why I was thinking of charging Adamantine Armor, plus two adam weapons - which includes the crafting...or maybe add a little price for the flesh(bone)warping.


Sphinx Claws from 3.5's Magic of Incarnum would be nice, but the limit on the number of attacks would be a hindrance.

Bladed Gauntlets from 3.0-3.5's Sword and Fist work, couple those with a slightly varied Glove of Storing on each hand(storing part on back of hand, instead of palm) for the ability to retract them like his claws in the comics.

Just a couple ideas. I had a character loosely based on Wolverine several years ago, and it worked out pretty well using the Bladed Gauntlets, TWF tree, and anything that can grant Pounce for the "Berzerker Barrage" effect.


I would say that there's too much focus on "conversion" and not enough on "creation". I’ve created what I think to be wolverine below, please let me know what you think. I’m way too lazy to build a stat block for him right now.

Race:
Human (Weapon X Template)
Weapon X (CR +?)
Creatures with the Weapon X template are built to be super-soldiers.
-Senses: They gain darkvision 60 ft., low-light vision, improved scent*, and perception +4. They also gain a +4 to sense motive against lies.
-Regeneration: They gain regeneration 5, and +5 to constitution checks to overcome the effects of any substance (including poisons, alcohol, and the like), illness or disease.
-Creatures with this template gain the following stat bonuses: Strength +8, Dex +6, Con +4.
-The lifespan of a creature with this template is multiplied by three.
*Improved Scent: Like scent, except the creature can determine the direction of the scent. Also, gains a +5 bonus to follow tracks by smell.

Class:
Martial Artist (Monk) 9 – He is a martial artist. All abilities fit him perfect.
Warden (Ranger) 1 – Favored terrain forest, wild empathy, and weapon training.

Weapon:
Adamantium Coated Claws (Masterwork by Adamantium, bypass hardness 20)
Exotic Natural Weapon
Dmg: 3d4 (3 claws) 2d4 (2 claws) 1d4 (1 claw)
Critical: 18-20x3
Weight: 5lbs
-You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls.
-This weapon consists of three independently retractable claws. As a free action, you may withdraw or retract one, two, or all three claws. Any time one or more claws is withdrawn, you suffer 1hp damage per weapon per turn.

For the weapon, I essentially made it 3 kukris per arm. They're 1 foot long blades, with a good crit range, which I thought was just right. Because his skeletal system weighs roughly 100lb, I figured both sets of claws probably take up 10% of that, splitting it into two 5lb weapons.

Traits:
Berserker Rage: Wolverine has a 5% chance of going into rage (as the barbarian class skill) each round of melee combat. While raging, wolverine loses all sense of tactical maneuvering unless he succeeds a DC 25 will save. If he fails the save, he attempts full round attacks to the closest possible enemy each round. He does not revert to normal until all of his enemies are killed or no longer accessible. Once back to normal, he does not suffer the fatigue penalty associated with the barbarian class skill.

Mental Scar Tissue: Because of all of the tragic events which he has endured, Wolverine has a natural resistance to all mind-affecting spells and abilities, and gains a +3 to all will saves against such attacks.

Reclusive Brute: Because of his beast like features and reclusive nature, Wolverine suffers a -2 penalty to bluff, diplomacy, and disguise checks, but gains a +2 to handle animal and intimidate checks.

I hope you like it! Again, please let me know what you think, or what you would change.


Has anyone tried making a Wolverine "Lupine" species block with the ARG? I could see someone making a Wolverine species with the fast healing, scent, superior con, berserk mode & natural claws availible to his ilk. And of course, their lifespan would be naturally long(though they would come to adulthood relatively early).

I think the Weapon X template, the part where they train him and give him actual the adamantium with that. Of course, that would also lower his healing factor though(since it stunts their healing, but makes them harder to kill). If no one has anything I'll do it tomorrow.

Contributor

Go for it! Would love to see another's take on it.


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zerzix wrote:
Go for it! Would love to see another's take on it.

Okay, well then I should go and do it. Now as a forewarning I’m more of a fan of Wolverine being a total BAMF in his own right, his racial abilities being supplements. I’m also a fan of the Frank Miller years of Wolvie history, where his powers were not so over the top so keep that in mind.

Mutant Subspecies – Lupine
Lupine:

Humanoid(Since lupines are still close to humans)
Medium(Standard size)
Normal Speed(Wolverine and his ilk aren’t that much faster than normal people)
Flexible= +2 Dex, +2 Con (Wolverine’s supposed to have quick reflexes and impressive stamina)
Linguist(With a high enough int points you could learn any language; fitting since Wolverine knows so many)
Hardy-(Gives Lupines a natural resistance to poisons among other things, again fitting to Wolverine)
Healthy-(Gives Lupines extra bonuses against disease; a no brainer)
Fast Healing 2(Now, I’m a fan of old fashioned depictions of Wolverine’s healing factor so it’s only 2; but one could easily build it higher)
Claws(1d4 base; His bone claws aren’t meant to be super great, it’s how they’re used. Also, There are feats and archetypes to make these better. Also, for flavor popping them can cost 1 hp )
Frenzy(A natural berserker mode for a Lupine, like good old Canuckle head has had since the 80’s)
Scent(Fitting for Wolvie since he hunts by scent, cant detect unique scents, and other tricks)
Low-Light Vision(Enhanced Vision, Wolvie’s vision is supposed to be great)

~30 RP race
And here is my take on a Weapon X Template:
Weapon X Template
Weapon X:

Creating a Weapon X Mutant
“Weapon X Mutant” is an acquitted template that can be added to any creature with Fast Healing or Regenation.
CR: Same as Base Creature +1
AL: Any
Type: The base Creatures type remains the same
Armor Class:[/b] Natural Armor improves by +6(due to the adamantium skeleton)
Hit Dice: Weapon X Mutants use class HD.
Defensive Abilities: Weapon X Mutants healing factors are bolstered by having an undestructable skeletal frame, despite the adamantium poisoning(see below). Weapon X Mutants gain Regeneration equal to half their Fast Healing value, losing their former Fast Healing Value(minimum 1). Base creatures with Regeneration simply lose half(round up).
Weaknesses: Weapon X mutants are in constant danger due to the Adamantium in their bodies. If their regeneration is stops functioning a Weapon X Mutants must make a DC 25 Fortitude save every round while negated or rise succumbing to the poisoning, leaving them staggered. If staggered, the Mutant becomes exausted. If exhausted, this creature instantly dies.
Speed: Same as the base creature.
Melee: Its natural weapons are treated as magic weapons & adamantine for the purpose of overcoming damage reduction and hardness.
Ability Scores: STR +4(Since the body has to adjust to the weight of the new bones & extra weight)

What do you think?

Liberty's Edge

To me it can be less about the abilitys such as a healing facter or scent tracking, and more about what part of the charicters concept you wish to capture. i did make an npc who was based a great deal on Logan/wolvwrine. All I did was a ranger in leather armor that somwat resembaled the yellow and brown costume. gave him two weapon fighting, a set of animantine spiked gauntlets and actualy a +1 longsword and and a bow. he had a wolf copmanion also. people liked it and got wat i was going for witch was more of "the man of the wild " thing.

Contributor

Nice Rowan! I might use it next pc. =)


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Thread necro, so I don't lose the build...

Half-orc
1 – Barbarian Invulnerable Rager – Dodge
2 – Barbarian Invulnerable Rager – Lesser Beast Totem, DR 1/-
3 – Monk Many Styles – Crane Style, Crane Wings, fighting defensively -2 attack +4 AC plus deflect one melee
4 – Monk Many Styles – Crane Riposte, fighting defensively -1 attack +4 AC plus AOO when deflect
5 – Fighter Unbreakable – Stalwart, fighting defensively -1 attack DR 5/-
6 – Barbarian Invulnerable Rager –
7 – Barbarian Invulnerable Rager – Keen Scent & Renewed Vigor, DR 6/-
8 – Barbarian Invulnerable Rager –
9 – Barbarian Invulnerable Rager – Extra Rage Power (Smasher) & Regenerative Vigor, DR 7/-
10 – Barbarian Invulnerable Rager –
11 – Barbarian Invulnerable Rager – Deflect Arrows & Beast Totem, DR 8/-
12 – Barbarian Invulnerable Rager –
13 – Barbarian Invulnerable Rager – Improved Stalwart & Greater Beast Totem, DR 13/-


Shapeshifter/Skirmisher Ranger seems apt. Invulnerable Rager Barbarian is good.

Ranger (Shapeshifter/Skirmisher) 3/Barbarian (Invulnerable Rager) X
Rage power for scent


Wolverine always has scent. That's why I went Half-orc, Keen Scent.

Skirmisher adds no value below 5th level.

Lesser Beast Totem seemed better for claws, since it's on its way toward Pounce and larger damage dice.

cheers


It eliminates your spell list, so he can't use wands or scrolls (barring UMD which I would not give him). Makes him a more "mundane" character.


Problems with previous build:
- Alignment between with Barbarian and Monk of Many Styles
- Beast Totem levels
- no Improved Sunder with Smasher

Half-orc
1 – Barbarian Invulnerable Rager 1 – Keen Scent
2 – Barbarian Invulnerable Rager 2 – Lesser Beast Totem, DR 1/-
3 – Monk Martial Artist – Deflect Arrows, Dodge, Crane Style, fighting defensively -2 attack +4 AC plus deflect one melee
4 – Barbarian Invulnerable Rager 3 –
5 – Fighter Unbreakable – Stalwart, fighting defensively -1 attack DR 5/-
6 – Barbarian Invulnerable Rager 4 – DR 6/- & Smasher
7 – Barbarian Invulnerable Rager 5 – Improved Sunder
8 – Barbarian Invulnerable Rager 6 – DR 7/- & Beast Totem
9 – Barbarian Invulnerable Rager 7 – Crane Wing
10 – Barbarian Invulnerable Rager 8 – DR 8/- & Increased DR
11 – Barbarian Invulnerable Rager 9 – Crane Riposte, DR 9/-
12 – Barbarian Invulnerable Rager 10 – DR 10/- & Greater Beast Totem
13 – Barbarian Invulnerable Rager 11 – Improved Stalwart, DR 14/-


I could really see Sabertooth as the Invulnerable Rager Barbarian with all the strength based stats. Remember that Wolverine is faster that he is strong. A mid Str, high Dex & Con, and a mix in the mental skills. My favorite play style for Wolverine is a Wild Stalker Ranger. Skillful enough plus the enhanced senses. Heck, even half-orcs can take the scent feat.

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