Good tricks for a Wolverine

Track (also refered to as 'Go get it') is possible if the Wolverine has the scent feat, and you have something with the smell you want the Wolverine to find.

Or, if you just didn't like, for example, Orcs, you could train the Wolverine so that 'Go get it' meant hunt the Orc down and kill it (even if you don't have anything from the Orc to show it). But then, everytime you want it to track it would track Orcs in preference to anything else.

'Sic 'em' would be another good choice.

'Stay' wouldn't be a bad idea either.

Other good possibilities:

'Fetch', 'Come', 'Dig', and 'Freeze'
 

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Celebrim said:
Track (also refered to as 'Go get it') is possible if the Wolverine has the scent feat, and you have something with the smell you want the Wolverine to find.

I e-mail my DM about training him to actual get the track feat. My character is a very good tracker. Allowing the animal to gain a feat through training isn't supported in the rules, but I really think it fits.


Or, if you just didn't like, for example, Orcs, you could train the Wolverine so that 'Go get it' meant hunt the Orc down and kill it (even if you don't have anything from the Orc to show it). But then, everytime you want it to track it would track Orcs in preference to anything else.

That would be great, but my favorite enmies are giants and undead. Neither of those I really want my Wolverine going after alone.


'Sic 'em' would be another good choice.

'Stay' wouldn't be a bad idea either.

Other good possibilities:

'Fetch', 'Come', 'Dig', and 'Freeze'

The DM has given me some lean way on controling the Wolverine. So far when I've needed it to stay or attack it has. "Dig" would be a really cool one, thanks.
 

Real life, wolverines are good at a lot of things. Tracking, and scents for one thing. Taking stuff apart for another. Wolverine traps have to be built tough, otherwise the subject will take it apart. Though are relentless, driven animals, constantly on the prowl for food. Think of a hyperactive pit bull with a near continuous case of the munchies. (With wolves you can make the traps out of sticks. With wolverines you have to make them out of logs.)

So they would get Scent and Tracking automatically. Some kind of Persistance feat as well. Discouraging them is a hard thing to do.

Then add in Ferocity, a sort of controlled Rage. Recent studies on the wolverine have shown that their (in)famous temper is more a matter of bluff. So a "racial" bonus of +4 or so to Intimidate attempts sounds about right. In addition, studies of captive wolverines have found them to be personable animals, even friendly to those they know.

As you can see, there's a lot more to the wolverine than what you find in the Monster Manual. Something true of most any animal found there in. A book of animals, with full write-ups instead of the inadequate blurbs now available, could be a good thing.

Good luck with the fuzzy demolition expert.
 

Wolverine pelts are quite attractive and fairly frost-proof, making them well suited as trim and lining.

Unfortunately, Wolverines supplement their diet with scavenging. This leaves their meat a bit gamey.

I suggest stew.
 

Teach him to deliver messages to other party members via a special collar with a message compartment.

Trick 1) "Seek (party member1)"
Trick 2) "seek (party member2)"
etc.

This way you can use your stealth abilities to get ahead of the group in a wilderness (or even a dungeon) environment and spy and then send your wolverine back to deliver messages or (really tiny) items.

Alternatively, teach him to deliver a lit smokestick into the midst of the enemy, to provide cover or a distraction for your group to either get away or strike from cover. Again, use of a special collar or harness might be neccesary, and all the critter would have to do is run through the enemy camp or whatever.
 

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