Torbyne |
Numerous races have natural claw attacks and, technically, claw attacks dont cost you the function of your hands when not using the claws to attavck so you could fluff them as seperate from your fingers. Also any Ranger or Slayer or really any class with access to Ranger Combat styles can take natural style and gain two claws at level 2. that also gives you access to improved natural attack at later levels to increase the damage die with them. Please note that as fun as they are you never get iterative attacks with natural weapons. The best you can hope for is an amulet of speed or someone to drop a haste on you to get three claw attacks in a round.
Torbyne |
If you want the simplest way to it take a race such as Tiefling and use the alternate racial trait "Maw or Claw" and, of course, take the claw option. then take all of your levels in Barbarian or some other such class with Rage (there are actually a lot of way to get that, picturing Logain as a cleric with Rage is kind of funny.) Barbarian Totem Rage Powers are often considered one of the strongest martial abilities in the game but Not every class that can rage can select Rage Powers. Also of Note, without very specific builds you will never have many Natural Attacks so things like Beast Totem's Pounce will not be very useful.
Torbyne |
... There are... Rumors, of other, darker ways to gain vastly more powerful numbers of natural attacks. For those who are willing to stomach the path.
There exists a way in which one might "dip" into classes such as alchemist and ranger to permenantly gain up to four claws. If one were so inclined the Kasatha could gain up to six such claws. Such a thing might, hypothetically, look like Alchemist 2/Ranger 2/Barbarian X. It is a very powerful and hideous thing to behold. And results in 4-6 primary natural attacks. With Pounce available towards the end game. Tempting, isnt it? But such is always the nature of the Dark Side.
Lamontius |
But he cant stay at 2 claw attacks for the rest of his lvls.
I'm not sure I understand what you mean by this, can you supply some more information about what you're trying to do?
Level of your build?
Anything specifically allowed/not allowed by your GM?
Any racial restrictions?
Character wealth levels?
Torbyne |
A skald with skald's vigor would best recreate his raging and regeneration.
Feral hunter can replicate his scent abilities, enhanced strength, etc.
Then just get a pair of adamantine spiked gauntlets and I think you have a pretty good wolverine.
Mweh, thats not nearly as freakish a creation as my idea. still, he has a good point. Grab some levels of the Fighter Archetype [Brawler] for that plan too. And a Brawling armor enchant.
UnArcaneElection |
So basically its either 2 claws with barb or monk with feral combat training. Is there a way to add rage to a monk that I didn't come across? Being a barbarian with only 2 attacks wont do very well later lvls.
Not sure if it's what you want, and it probably wouldn't work all that well, but Monk VMC Barbarian would add Rage to a Monk. Wolverine isn't Lawful, though.
Separately from that, to increase damage at later levels without needing more attacks, use the Vital Strike feat chain (not in combination with VMC anything unless your class gives you a bunch and not just a handful of bonus feats, because you will be too feat starved -- this is a really expensive feat chain as it is).
DarkOne7141981 |
Bloodrager, perhaps with the Primalist archetype, would be my suggestion. It shouldn't be hard to get some healing (the Spelleater archetype is easy enough). Choose the right bloodline, grab some good rage owners as you level, rage, use martial weapons (like adamantine cestus/claws), and don't focus on the spells at all.
benwin007 |
Drood wrote:Mweh, thats not nearly as freakish a creation as my idea. still, he has a good point. Grab some levels of the Fighter Archetype [Brawler] for that plan too. And a Brawling armor enchant.A skald with skald's vigor would best recreate his raging and regeneration.
Feral hunter can replicate his scent abilities, enhanced strength, etc.
Then just get a pair of adamantine spiked gauntlets and I think you have a pretty good wolverine.
No restrictions lvl 13
Torbyne |
One level of Verminous Hunter (worm companion) either the companion is already dead or let it die off real quick (for RP it shouldnt even exist) and you have fast healing and limited scent. Use Half-Orc for general beastialness and more enhanced senses. Take the fighter Brawler Archetype for three levels to pick up the +2hit/+3Damage cause why not? Barbarian the rest, possibly Invulnerable Rager to drive home how tough the guy is. And then as others have said, adamantine spiked gauntlets or Cestus with TWF.
Mad Alchemist |
This is one of the first things I thought of when looking a the ACG.
Wolverene:Dwarf Abyssal Bloodrager (Spelleater, Untouchable Rager, Primalist?) 2+, Fighter (Unbreakable) 1
Favored bonus to Bloodrage rounds
Trait: Glory of Old,?
Feats: Raging Vitality, Fast Healer, Steel Soul, Power Attack, flavor to taste
A no need for CHA, clawed, invulnerable, regenerating Bloodrager with a ton of Bloodrage rounds.
Darth Grall |
My favorite Wolverine Build is 4 levels of Martial Artist Monk(has a semi-reliable way to bypass DR, is non-lawful, has Flurry, and immunity to fatigue which synergies well) and Beast Totem Barbarian the rest of the levels(for claws and the berserking rage). Pretty squarely hits Wolverine's techniques he learned in the orient and his natural savagery while being a pretty decent combo overall. Even better if you play it as a Gestalt.
Brad McDowell |
Imbicatus |
benwin007 said wrote:But he cant stay at 2 claw attacks for the rest of his lvls.FCT is your answer to having multiple attacks in a full round.
Only if you have Flurry of Blows. It allows you to use your unarmed strike in a Flurry of Blows, but it doesn't allow you to use it as an iterative attack in an normal full attack.
Most people house rule it to work, but RAW, it doesn't.
TGMaxMaxer |
Verminous Hunter 1/Brawler 2/Wild Stalker Ranger 10
Verminous Hunter gives fast healing 1 (with the Fast Healer Feat it gets an extra 1/2 con).
Brawler 2 gives IUS, an extra feat, and flurry.
Wild Stalker Ranger/Shapeshifter gives rage (at level -3), natural combat style for permanent claws, uncanny dodge, eldritch claws for magic and silver, and rage powers, +2/day for 11 rounds you get one of several animal bonuses, Endurance, and 2 style feats (wild stalker takes the other).
If you are a half orc, you can get scent for a feat.
You need WF claw, FCT.
13th level no items:
Str 19 Dex 16 Con 16 Int 10 Wis 14 Cha 7 (25pt buy)
as comic book characters aren't really feasible on lower than that, and really not even that.
3 attacks with claws in flurry. Rending Claws (doesn't technically qualify you for Rending Fury chain, but should, talk to GM if possible)
If you hit with at least 1, you do another 2d6 damage and 1d6 bleed. you have rage as a 7th level barbarian, 3 rage powers.
Feats:
Brawler Bonus 2: WF Claws
Ranger Bonus: Endurance (free) Style: Aspect of the Beast, Rending Claws
1st Keen Scent
3rd Diehard
5th FCT
7th Fast Healer
9th:Rending Fury
11th:Imp Rending Fury
13th: Greater Rending Fury
1st 3 levels are ranger, to get the endurance for diehard/fast healer, then 2 brawler to get the reqs for FCT, then back to ranger with the hunter level anywhere after 8.
Imbicatus |
Read the archetype again
Wild Talents (Ex)
At 6th level, a wild stalker can either take a rage power, or gains a +2 insight bonus into any one of the following skills: Acrobatics, Climb, Perception, Stealth, Survival, or Swim. The wild stalker can gain one of these two benefits again every five levels after 6th (to a maximum of 4 times at 20th level).
This ability replaces the ranger's 6th-, 10th-, 14th-, and 18th-level combat style feat abilities.
TGMaxMaxer |
My PDF says this, and so does my hard copy.
Wild Talents (Ex): At 6th level, a wild stalker can either
take a rage power, or gains a +2 insight bonus into any one of
the following skills: Acrobatics, Climb, Perception, Stealth,
Survival, or Swim. The wild stalker can gain one of these
two benefits again every five levels after 6th (to a maximum
of 4 times at 20th level). This ability replaces the ranger’s
second, third, fourth, and fifth favored enemy abilities.
Imbicatus |
The PRD has the version I posted, which includes the 2nd printing errata.
Page 68—In the Wild Stalker archetype, in the Wild
Talents class feature, replace the last sentence with the following:
This ability replaces the ranger’s 6th-, 10th-, 14th-, and
18th-level combat style feat abilities.
Darth Grall |
DJEternalDarkness wrote:Like that is going to last any longer than the death of cap or superman./Off topic
Nowdays? Just be a corpse covered in metal, tada!
Well...
My thoughts for on this are the same reason Fantastic Four comics gotten the axe, Marvel Studios doesn't want to support Fox making more movies.
And back on topic, you could make a really solid Wolverine "Race" using the ARG rules so long as your DM is cool with a monstrous race equivalent race. You could make a race with Fast Healing as low as 10 to IIRC, still counts as monstrous though.
UnArcaneElection |
If you really want to make wolverine, use an implanted tri-bladed katar.
This also gets rid of the problem of only having access to them when raging. Plus, we got to see in one of the movies that Wolverine's claws actually can be sundered (however, replicating the bone replacements that he regenerated would be hard in Pathfinder).