Darklone said:
A discussion in Houserules about Fast Healing at level 1 considered some optional feats to provide the regeneration.
I'm not too interested in that point here, I just would like to know:
How would you build Wolverine?
I'm especially interested in the choice of classes, feats, weapons/claws and armor. And whether someone has a better idea than dragon shaman to get at least some Fast Healing.
Priorities to me:
- Some self healing ability ASAP.
- TWF or several attacks with natural weapons.
- Stylish attack options.
There was a storyhour here some years ago where someone build a fighter with armblades... so it doesn't have to be a real Wolverine with barbaric behavior and regeneration.
Gestalt.
Our group is playing Gestalt in two campaigns. In the first we have ECL (including LA) taking up only one half of the Gestalt. (the 2nd, no LA, templatse, etc).
I have a Wolverine type on backup incase my mine dies (again).
Simplified version of my build~ (note the level of cheese below vastly excedes most DM's dietary limit, you have been warned

)
Anthromorphic Wolverine (hehe) + Feral + Mineral Warrior | Warblade.
Anthro Wolvie: Claws, Bite, High Con, some Str, rages when damage, 2 racial Hit Die, Scent (iirc).
Feral: improved claw damage. Fast Healing 2 (note the racial hitdice). Str, Con, etc.
Mineral Warrior: DR 8/Adamantine, Str, Con.
Warblade: I can't get his Int high enough to matter for those abilities... but the good BA, d12 HD and special moves are more than enough.
Overall: this is one of those builds where you ignore what the race/template says you should look like and just describe the character. Strong, tough, fast healing, and has two claws that hit for 2d6 + str each.