PDA

View Full Version : Troll Blooded. Yeah or nah?



SangoProduction
2017-04-22, 12:43 AM
OK. I've been itching to play a Troll. But a real troll is so bad, and at the same time, most DMs see it as overpowered.

So first thing's first: What do you think of Troll Blooded? Regeneration 1. Basically makes you immune to death by HP damage, unless they start using blaster types. Even so, it wouldn't be hard to get resistances to those damage types...and then basically force the DM to throw save or dies....know what? Screw the resistances.

Otherwise, doesn't seem to do much for combat. It does manage to save some charges of healing wands though.

So, one: would you allow it in your game,
and two: would you take it (if you didn't already want to play a troll) if you were allowed to?

What if Fire/Acid damage canceled Regeneration until the Troll Blooded's next turn (including the nonlethal damage thing)? Just to see if bargaining with this bit wouldn't hurt too badly.
---------------

For the second thing, let's try and make as close to a real Troll as possible, using Troll Blooded feat, 0 LA races, and templates. We can assume the region thing doesn't matter for race choice.

Feral template gives us 2 claws, and +6 NA...which is more NA than a normal troll has, but equal to a Troll Hunter. It also gives Rend with claws (eventually), and Darkvision (equivalent to a PC troll, eventually passing real troll). And then there's the additional Fast Healing (netting 3-6 HP healed/turn) and other goodies, all for +1 LA.

Half Ogre gives us that more Troll-like look, as well as making us properly large size (specifically with the size-modifying advancement), and a giant. Which means we also get the +12 Strength of the normal Troll template. The other stats fall short, especially constitution.
+1 LA

Arctic Template for +2 Con, -2 Cha, +0 LA.

We are missing a Bite attack, Scent, and Low Light Vision.

-

If allowed flaws, then you can go for a Kobold (with online enhancements for the 2 claws and bite, to let you forego Feral), and take Half Minotaur to go from Small to Medium, then Half Ogre to go to Large...but Kobold is otherwise unideal, Feral looks pretty nice and you're going to get called for cheese...also, Half Minotaur doesn't look (without refluff) like a Troll.

Mineral Warrior gets us closer to the stats for the Troll template (as does Blooded One), but also adds a lot of extraneous stuff, which is not needed, and puts us further away in some places (although in no mechanically negative ways for a warrior-type...aside from screaming "hit me with touch spells that will kill me!")
+1 LA

Sagetim
2017-04-22, 01:29 AM
To start with, I wouldn't let you take multiple half templates. You only get one half anything, unless the other half is a base race, like Half Dragon Half Giant, or Half Giant Half Fey, or Half Giant (insert half here) because Half Giant is an ECL 1 base race instead of a template.

Stacking Feral and Mineral Warrior is going to make you stupid as hell, but Soooo tanky. The Fast healing, the stat buffs, and the natural armor and so on all blended to make a Very hard to kill barbarian that took on an entire party without an ubercharger build and did well.

That said, I would not care if you had fast healing or regeneration. At best you're less of a drain on party healing resources and at worst it's useless because of limited fighting and a low healing speed.

If you tried using mineral warrior I'd ask who cast it on you, as it's a spell with a price of service and would require you to either obtain the spell in play, start with some of that service left, or have a well written backstory to explain the kinds of things (and plot hooks) that your character's service resulted in.

Feral is fine, Half ogre is fine, and if you really wanted to play a troll and suffer the trouble of ECL stacked on crappy monster hit dice instead of class levels, that's on you.



The reason that regeneration and fast healing Look powerful is because it seems like a great advantage to have free healing between fights. But as you go up in level that 1 regen is going to be less effective at closing you up between fights, and while it might help during fights at low level, it's not going to do a whole lot when you're showing down against things at level 10 in the fight. If you're in the middle of dngeon delving, the thing you may not have between fights is the time for your wounds to close up all the way from regen alone, and even if they do, the rest of your party isn't healing up like that. Even if the entire party did heal up like that, they would need the time to do so (which is hard during time sensitive quests and dungeon delves where any kind of stealth is being used), and even if they had the time to do so, damage output in fights could still end them from full hp. Be it a string of bad luck for the players, or just general difficulty of fights, going into each one at full hp is still not a guarantee of survival.

ATHATH
2017-04-22, 03:13 AM
You can't apply the Arctic template to a troll(,) because trolls aren't a PHB race.

SangoProduction
2017-04-22, 04:12 AM
You can't apply the Arctic template to a troll(,) because trolls aren't a PHB race.

First, why's the PHB race matter? Second, it's recreating a Troll without being a Troll, so that's a non-issue anyway.

Eldariel
2017-04-22, 04:17 AM
Troll-Blooded is quite high on the totem pole; for mundanes I'd be more inclined to allow it, while casters of course can get such benefits without feats though so if full casters are game, I'd probably allow it. The bigger question is whether you allow for nonlethal immunity on characters with Regeneration; invulnerability (PRCs Warforged Juggernaut, Bone Knight, Crimson Scourge, Gheden template, Favor of the Martyr-spell and the few other immunity options) is already quite strong and requires you to be running a rather high optimization game to not trivialize a problematic number of things. Then again, martials being able to plow through things that only do damage isn't really the end of the world but does kinda hyperspecialize.

If I were playing a high level martial, I might just do it. If I were playing in a game without tier 1-2 classes, I'd probably ban the combination but allow Troll-Blooded. Without nonlethal immunity it isn't all that; and its weaknesses happen to cater to Searing Spell not to mention Trollbane making true immunity quite difficult.

SangoProduction
2017-04-22, 04:23 AM
Troll-Blooded is quite high on the totem pole; for mundanes I'd be more inclined to allow it, while casters of course can get such benefits without feats though so if full casters are game, I'd probably allow it. The bigger question is whether you allow for nonlethal immunity on characters with Regeneration; invulnerability (PRCs Warforged Juggernaut, Bone Knight, Crimson Scourge, Gheden template, Favor of the Martyr-spell and the few other immunity options) is already quite strong and requires you to be running a rather high optimization game to not trivialize a problematic number of things. Then again, martials being able to plow through things that only do damage isn't really the end of the world but does kinda hyperspecialize.

If I were playing a high level martial, I might just do it. If I were playing in a game without tier 1-2 classes, I'd probably ban the combination but allow Troll-Blooded. Without nonlethal immunity it isn't all that; and its weaknesses happen to cater to Searing Spell not to mention Trollbane making true immunity quite difficult.

Yeah, flat out immunity to all damage is more than a little silly (not to mention counter productive because then you'd start getting hit by save/dies)

Xarteros
2017-04-22, 04:36 AM
OK. I've been itching to play a Troll. But a real troll is so bad, and at the same time, most DMs see it as overpowered.

So first thing's first: What do you think of Troll Blooded? Regeneration 1. Basically makes you immune to death by HP damage, unless they start using blaster types. Even so, it wouldn't be hard to get resistances to those damage types...and then basically force the DM to throw save or dies....know what? Screw the resistances.

So, one: would you allow it in your game,
and two: would you take it (if you didn't already want to play a troll) if you were allowed to?

What if Fire/Acid damage canceled Regeneration until the Troll Blooded's next turn (including the nonlethal damage thing)? Just to see if bargaining with this bit wouldn't hurt too badly.

-Snip-


Well, fire is the most abundant and used element on average, out of the four major elements (sorry, Sonic), so it's not like Troll Blooded just lets you waltz about indefinitely. Plenty of creatures have fiery attacks, plenty of items do fire damage, and it's still easy to knock out a Troll-Blooded player, since they only heal 1 point of Nonlethal damage per round. Sure, you can regenerate your lost limbs, but if someone keeps hacking them off until they can organise some fire, you're pretty screwed. All it takes is some lamp oil and a Tindertwig or a spark from some cantrip spell, and you can start the burn.

If players try to be cheesy and figure out ways to become immune to fire and acid, work around it. Maybe being Troll-Blooded means you actually can't be affected by any magic or training that makes you immune to fire, because of your inherent weakness. Maybe you can't even take any Resistance (Fire) or (Acid). Maybe taking Resistance or Immunity to either acid or fire actually stops your Trollish regeneration, or temporarily converts it to Fast Healing instead or something

Eldariel
2017-04-22, 05:12 AM
If players try to be cheesy and figure out ways to become immune to fire and acid, work around it. Maybe being Troll-Blooded means you actually can't be affected by any magic or training that makes you immune to fire, because of your inherent weakness. Maybe you can't even take any Resistance (Fire) or (Acid). Maybe taking Resistance or Immunity to either acid or fire actually stops your Trollish regeneration, or temporarily converts it to Fast Healing instead or something

Eh, that's not so cheesy. Regeneration doesn't actually make you immune to damage; it just means you won't die but just be knocked out. Most importantly, you can still be knocked out and killed via. Coup de Grace even without access to your weaknesses (http://www.d20srd.org/srd/specialAbilities.htm#regeneration). Essentially it just buys you Fast Healing 1 and an extra round if enemies lack access to your weakness. And of course, there's Searing Spell which makes fire spells damage even fire immune creatures, and the Trollbane poison [Dungeonscape] which is relatively cheap and allows turning off regeneration. Both make sense, Searing Spell on any fire specialist caster and Trollbane on any higher level warrior type who might ever plausibly face regenerating creatures.

Regeneration really shines against things that can't Coup de Grace, such as non-creature opponents (think traps, environmental effects, etc.) especially where you don't have time limits, but it hardly trivialises anything as long as you are vulnerable to nonlethal damage and unconsciousness. If you stack immunities to those with Regeneration, you kinda break things though so I recommend applying limits there instead. Pathfinder Regeneration (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#TOC-Regeneration-Ex-) patches the nonlethal damage loophole making it far less abusable too.

OldTrees1
2017-04-22, 10:31 AM
Yes I would allow Troll blooded. However depending on the balance of the characters involved it might be 2 feats (have a Fast Healing 2 feat as a prerequisite).

However I play strong feat games where one feat is expected to be worth one level's worth of class features.



What does Troll Blooded really do for you. It doesn't make you immune to loss by damage, your enemy can defeat a regenerating creature even if they don't have your weakness. What Troll Blooded does is it means you will not lose unless your team loses. Get "slain" defending your charge? If they are victorious/rescue your body then you will be back in business. Get "slain" by a repeating or continuous trap? If your party can rescue your body you can get back to work. Suffer a TPK? The screen fades to black as your foes use temporary and later permanent measures on your unconscious body.

Bakkan
2017-04-22, 11:24 AM
Most importantly, you can still be knocked out and killed via. Coup de Grace even without access to your weaknesses (http://www.d20srd.org/srd/specialAbilities.htm#regeneration).
Um, that page you linked says exactly the opposite. Coups de Grace cannot be of a damage type that gets converted to nonlethal.

Eldariel
2017-04-22, 11:37 AM
Um, that page you linked says exactly the opposite. Coups de Grace cannot be of a damage type that gets converted to nonlethal.

Oh, indeed. Well, that makes it slightly more problematic for non-casters, but there's still Trollbane.

Sagetim
2017-04-22, 12:40 PM
Um, Troll Blooded may not say it in the feat, but I'd sure require you to be a living being to benefit from it. Just from the name, it sounds like a heritable trait, which means that warforged for example, can't take the feat (and juggernauts extra can't take the feat because they're becoming constructs more than living constructs anyway). Just from that alone, I figure I would be saying 'no' to most if not all of the combo's that would get you regen from troll blooded and immunity to subdual damage.

Even if you made yourself immune to subdual damage and still qualified for Troll Blooded's regen, I would just have you take lethal damage from everything and regen would become either useless or a slightly better Fast Healing. And since I'm not in the habit of being a Giant jerk as a GM, it would be making regen into upgraded fast healing. It might not be the most RAW thing to do, but that's where rule 0 as a gm would come into play. I would also warn you ahead of time that this would be the consequence of trying to stack those things, so that you know what you're getting into. This is why it's important to talk with your GM about your character build.

emeraldstreak
2017-04-22, 12:41 PM
Just Troll Blooded can be a plus to the campaign as it allows you to ramp up the smack without fear of killing the PCs.

Troll Blooded + nonlethal immunity is a different beast. It's fine in high optimization campaigns only.

Eldariel
2017-04-22, 01:03 PM
Even if you made yourself immune to subdual damage and still qualified for Troll Blooded's regen, I would just have you take lethal damage from everything and regen would become either useless or a slightly better Fast Healing. And since I'm not in the habit of being a Giant jerk as a GM, it would be making regen into upgraded fast healing. It might not be the most RAW thing to do, but that's where rule 0 as a gm would come into play. I would also warn you ahead of time that this would be the consequence of trying to stack those things, so that you know what you're getting into. This is why it's important to talk with your GM about your character build.

Why would you make a positive thing nerf another aspect of your character randomly? A Troll Paladin may not cast Favor of the Martyr without heavily nerfing himself for inexplicable reason? That seems undesirable. I'd rather recommend a solution that keeps both benefits but still allows knocking a regenerating creature unconscious. Such as just making subdual damage taken due to regeneration exempt from subdual immunity or something else that keeps all the functionality and simultaneously solves the problem.

The Viscount
2017-04-22, 01:56 PM
The Feral Template won't help you as much as you think. The special attacks are based off of monster HD, so you'd need to play something else to get that benefit.

Troll-Blooded is strong, though some DMs will likely turn their nose up at Dragon Magazine Content. The only other accessible source of regen I know of is from Flux Adept, and that's 10 levels sunk in a pretty poor class (ignoring Trollshape and Enhance Wildshape MoMF). I don't feel like the fire/acid briefly negating regen changes anything. If they want to overcome your regen they'll just use fire, acid, or trollbane.

Dagroth
2017-04-22, 02:07 PM
The Feral Template won't help you as much as you think. The special attacks are based off of monster HD, so you'd need to play something else to get that benefit.

It's generally accepted that class levels count for template advancement for the same reasons that monster HD count for Feat, Skill & Stat advancement. Otherwise, it makes monsters with class levels weaker than they should be.

Sagetim
2017-04-22, 02:14 PM
Why would you make a positive thing nerf another aspect of your character randomly? A Troll Paladin may not cast Favor of the Martyr without heavily nerfing himself for inexplicable reason? That seems undesirable. I'd rather recommend a solution that keeps both benefits but still allows knocking a regenerating creature unconscious. Such as just making subdual damage taken due to regeneration exempt from subdual immunity or something else that keeps all the functionality and simultaneously solves the problem.

Well, I wasn't seeing any spells or temporary effects being listed as ways of getting subdual immunity, so it was more coming across as a power building, min maxing, BS type stacking. Making subdual damage taken because of regen exempt from the immunity would probably make more sense from a game balance perspective. And that's kind of what it comes down to. Getting broad immunity to most types of damage (all but fire, acid, and a specific poison) is ridiculous. Especially when the game tends to make you work for Immunity to just one damage type (fire is the easiest to get, but that's because it's the most common energy damage type. Force immunity is vanishingly rare, and force damage also tends to be lower as compared to other damage types from similar sources).

Does anything ever have immunity to physical damage types in 3.5? I mean, things were immune to non magic or magic weapons (one or the other) in 2e, but we're talking 3.5 here. As far as I recall, the best it gets is DR/- for resisting physical damage, so having a trick that makes you immune to physical damage just seems in poor taste.

Eldariel
2017-04-22, 02:22 PM
Does anything ever have immunity to physical damage types in 3.5? I mean, things were immune to non magic or magic weapons (one or the other) in 2e, but we're talking 3.5 here. As far as I recall, the best it gets is DR/- for resisting physical damage, so having a trick that makes you immune to physical damage just seems in poor taste.

Well, there are spells against specific weapon types (Ironguard makes you immune to mundane and magical iron weapons for instance), Friendly Fire completely makes you immune to ranged attacks, and some comboes for complete ignoring of damage (persistent Delay Death, non-lethal + non-lethal immunity/ability to act, few others), but yeah, it's quite rare. Most of the non-general immunities aren't used that much since overall damage immunity completely negates them. Of course, at the point where persistomancy is in effect the most important thing in the game is your ability to dispel your enemies' buffs. Well, that's the case anyways: magic must defeat magic. That's what D&D ultimately always comes down to. Mostly, it's a casters' things. Casters can easily get all-day immunity to damage through shapechanging magic and various immunity spells. Non-casters have to work harder at it; Troll-Blooded and Pugilist + non-lethal immunity are some of the few ways.

SangoProduction
2017-04-22, 03:13 PM
anyway, no. I don't intend on making an Ikea Tarrasque. Just a playable Troll.

Quertus
2017-04-22, 04:16 PM
Troll Blooded a) makes you less of a drain on breaking resources; b) generally prevents you from dying from damage.

Troll Blooded does not a) prevent you from taking damage or being "defeated" by damage; b) provide you with significant in-combat healing or staying power*.

Troll Blooded should not a) change the effectiveness of encounters**; b) change what the DM puts you up against.

Troll Blooded is good for roleplayers who get attached to their characters.

Troll Blooded is not so good for munchkins who want to build combat monsters.

* in fact, the prerequisite "toughness" feat arguably does a better job.
** any more than the infinite healing of a Crusader or NI healing from one or more wands of Lesser Vigor changes the resource depletion game.


Just Troll Blooded can be a plus to the campaign as it allows you to ramp up the smack without fear of killing the PCs.

Troll Blooded + nonlethal immunity is a different beast. It's fine in high optimization campaigns only.

Agreed. I love Troll Blooded, but I would never combine it with nonlethal immunity.

Rebel7284
2017-04-22, 04:25 PM
You can always pick up some missing troll abilities with class features. Tons of things give you scent and a bite attack.

Feral Darfellan would be pretty close to a sea troll.

SangoProduction
2017-04-22, 04:41 PM
You can always pick up some missing troll abilities with class features. Tons of things give you scent and a bite attack.

Feral Darfellan would be pretty close to a sea troll.

Honestly, I was thinking that too. I just wasn't sure I wanted to go for the sea troll vibe.

Celestia
2017-04-22, 07:05 PM
Yes I would allow Troll blooded. However depending on the balance of the characters involved it might be 2 feats (have a Fast Healing 2 feat as a prerequisite).
So, this feat that can only be taken at level one comes with two feat prerequisites? It would be easier to just ban it.

Zombulian
2017-04-22, 07:26 PM
You can't apply the Arctic template to a troll(,) because trolls aren't a PHB race.

Wait what? Citations?

Edit:

The following racial variants can be used to create new subraces based on any of the standard races in the Player's Handbook.
Damn.

SangoProduction
2017-04-22, 08:53 PM
Wait what? Citations?

Edit:

Damn.

Ah. OK. thanks. Still, Plan to use standard races for it.

SangoProduction
2017-04-22, 11:42 PM
So, any template/race suggestions that would make this achieve Maximum Troll? We can assume 2 flaws are allowed, so we can nab it without being human.

Celestia
2017-04-23, 12:18 AM
So, any template/race suggestions that would make this achieve Maximum Troll? We can assume 2 flaws are allowed, so we can nab it without being human.
Orcs are monstrous looking. Also, orcs and trolls are both often depicted as greenish. So, that helps.

SangoProduction
2017-04-23, 04:13 AM
Orcs are monstrous looking. Also, orcs and trolls are both often depicted as greenish. So, that helps.

Yeah. Although we don't need more strength than we are already getting from Half Ogre, and Orc is fairly heavily penalized for not much benefit. Half Ogre probably solves most of fluff-wise stuff, being a green skin as well.

CozJa
2017-04-23, 04:35 AM
Troll-Blooded and Pugilist + non-lethal immunity are some of the few ways.

Well, technically the Pugilist received a kind of 'errata' in Dragon #313 (pg. 8) where shrug it off becomes: "the pugilist develops fast healing 1 that applies only to nonlethal damage. This ability also reduces the duration of all stunning effects by 1 round. The pugilist can take this ability multiple times; its effects stack."

Celestia
2017-04-23, 05:13 AM
we don't need more strength
This is the most untrue thing I've ever seen.

Hamste
2017-04-23, 06:25 AM
This is the most untrue thing I've ever seen.

Yeah, they can't even throw the earth into the sun yet. Everyone knows you are not strong enough until you can throw everything in the world with out breaking a sweat.

The Viscount
2017-04-23, 01:01 PM
It's generally accepted that class levels count for template advancement for the same reasons that monster HD count for Feat, Skill & Stat advancement. Otherwise, it makes monsters with class levels weaker than they should be.

I would be more inclined to believe you if the template didn't say

It gains the special attacks indicated in the row corresponding to its monster Hit Dice, plus all those in previous rows.
In general, most templates don't care about monster or class because they just say HD, but this one specifically calls out monster HD.

SangoProduction
2017-04-23, 03:44 PM
This is the most untrue thing I've ever seen.

Lol. I meant for replicating a troll.

AOKost
2017-04-24, 01:48 AM
I'm allowing a modified version of Feral on a Kasatha. It's supposed to be a much more "wolverine" type character, hence the changes to the template, like changing "Fast Healing" to "Healing Factor" that acts more like regeneration, but allowing the character to still be killed at 0 - 10 - Con score HP. This allows them to still be killed, but has a drastically different feel from the Troll, where they can continue to heal virtually no matter how negative their HP unless it's a specific type of damage, but still allows them to reattach severed body parts, but not regrow them, so don't touch a Sphere of Annihilation... Skin of course regrows but not a limb... Think Luke, from Star Wars, but he was able to replace his hand.

Healing Factors, Fast Healing and Regeneration are a henderance, but usually nothing more than a speed-bump for most players, and if we're realistic, locals would know how to deal with local menaces to begin with.

There's also a homebrew material that more befits Marvel's Adamantium/vibranium, and I get it's name from a series of books called the Wheel of Time. I call the material Heartstone. It has very special properties, and requires very specialized knowledge to create. This was meant to be more of a template than a character, but is currently being used as a character with great results. It can kill, but also be killed. Thus far, it's roughly a CR 5 encounter by itself, but with the level adjustment buyoff as expensive as it is, by the time they can start learning anything, the other players are well on their way to where they want their characters to become and the Kaella is no longer the star of the show, but a lager struggling to catch up and still remain a viable tank. The Healing Factor really helps, but there's no way it can out-pace steady damage every round.

Wolverine (Monstrous Humanoid) A highly modified version of the combination of Kasatha and the Feral template and adding Multi-Weapon Mastery, increased Claw damage, a new Special Material to help prevent permanent damage/breakage to natural weapons, Powerful Build as a racial trait, and other modifiers for larger species even though the idea is meant to be more lithe and dexterous than powerfully muscular. Healing Factor is a huge improvement over Fast Healing.
As this is a custom race and meant to be more of a unique individual than an actual race, it’s appearance should be a true oddity, and some might consider it an abomination.
The back-story for this unique species/individual is that it was created through alchemical/magical/technological means by a plane traveling arcanist that specialized in the crafting of virtually everything, especially constructs. This form happened to Awaken while on the table while it was still being crafted as a unique Flesh Golem that the arcanist was going to transfer his consciousness into for virtual immortality.
The rules for the games I run are primarily D&D 3.X and Pathfinder blended, with extensively modified Custom Characters (http://www.easydamus.com/CustomCharacters.html) used for character creation and advancement.

Level Adjustment: +3 Must earn for Slow 7,500 Exp., Medium 5,000 Exp. and Fast 3,300 Exp. that can not be spent (but can be used in the level adjustment buy-off) before anything may be purchased with experience.
Level Adjustment Buy-off: Slow 35,000 Exp., Medium 23,000 Exp., Fast 15,000 Exp.

HD: d12 + (1 X Con Mod.)
BAB: +1
Saves: F +2/ R +2 / W +2
Proficient with all simple weapons, and natural weapons (including claws which act as masterwork manufactured weapons for the purpose of enchanting). No armor or other weapons.
Ability Score: Str. 14, Dex 18, Con 16, Int 14, Wis 16, Cha 14
Racial Bonuses: +4 Dex, +2 Wis
Feats: Weapon Finesse, Weapon Focus (Claws)
Skill Points: 4 + Int. Mod.
Racial Class Skills: Acrobatics, Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, Swim
Special Qualities: Healing Factor, Moderately Large, Enhanced Senses, Heartstone Laced Skeleton, Scent, Defensive Training, Multi-Armed (4 arms), Darkvision 60', Low-light Vision
Special Attacks: Backswing, Claws, Greater Power Attack, Multi-weapon Mastery, One-handed Wield

Powerful Build (Ex): Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.

Backswing (Ex): Wolverine doubles his strength bonus to damage on attacks made with two handed weapons.

Greater Power Attack (Ex): Wolverine gains a +4 damage bonus per -1 penalty when using Power Attack with two hands.

One-handed Wield (Ex): Wolverine can wield a two handed weapon in one hand as though it were using two. It gains no additional bonus for actually using two hands but does gain his flat strength bonus. If Wolverine uses a shield, wielding the weapon in this way doesn't use normal one-handed weapon mechanics and therefore doesn't suffers an attack penalty equal to the shield's armor check penalty.

Healing Factor (Ex): The unusual ability of rapid healing and recovery. You regain 2 + Con Mod + your level HP every round. At negative (10 + Con Score), the character dies, but may be restored to life.
You are also highly resistant to pain, +3 to Will saves for pain.
You are also highly resistant to all poisons, diseases, and toxins, you gains a +4 to those saves that apply, and after the specified number of successful saves of the individual substance your system is purged. Once individual poisons, diseases and toxins have been successfully purged, wolverine becomes immune to it.
Your age is also indeterminable since your healing factor negates physical aging penalties once your maturity is reached but mental bonuses for advancing age still accrue as normal for the base species. You are immune to spells that rapidly age an individual.
Healing Factor will not regenerate lost limbs, but they may be reattached. If the head(s) are severed, it must be reattached within 10 minutes or the wolverine dies. Your healing factor is considered an extraordinary ability.
The healing factor also makes the wolverine immune to any fatiguing or exhausting effects, or the need to make rolls for resisting non-lethal damage due to prolonged exertion.

Multi-Armed (Ex): A wolverine has four arms. All hands are considered primary hands, thanks to multi-weapon mastery. It can use any of its hands for other purposes which require free hands.

Claws (Ex): A medium wolverine has 3, 9-inch long claws in each arm, that retract into your forearms. You have full control over the claws extending and retracting into your forearms from in between your knuckles as a free action, the wounds caused by you bleed for half a second and are healed practically instantly, causing no HP damage. The claws are also laced with heartstone, and are so sharp that they can cut through virtually anything. You claws are anchored to your skeleton and cannot be forcefully removed.
Damage: 3d4 + 6 + Str./Dex. Mod., a single claw does 1d4+2 + Str./Dex. Mod Critical: 17-20/x3
Type: Piercing, and slashing.
NOTE: You are naturally proficient with your claws. Attacks that you make with your claws are considered armed attacks. Your claws also have heartstone coating them, granting a +2 material bonus to damage that stacks with any other damage bonuses, such as enhancements. Without the heartstone, your claws do only 1d4 + (Str. Mod.) damage per single claw. Moderately Large increases the damage of Claws by 1 die size to 1d6 per claw.

Enhanced Senses (Ex): Your senses are far greater than a normal humans. You can see at double the range of a normal human and low-light vision allowing them to see three times as far in dim light, has a much finer sense of hearing, and a incredible sense of smell, gaining the Scent ability. You can remember a person simply by their scent. At another time he can discern a scent from up to 60ft away. You gain an inherent +3 to all perception rolls. You are also at a +1 to any saves regarding your senses. Your enhanced senses are considered extraordinary abilities.

Multi-weapon Mastery (Ex): A wolverine never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.

Defensive Training, Master (Ex): Wolverine has a +4 dodge bonus to Armor Class.

Heartstone Laced Skeleton (Ex): Wolverine’s skeleton has somehow been infused with heartstone. it’s bones can (almost) never be broken, and limbs can not be easily removed. Because the Heartstone is inside of them, and they gain a +4 natural AC bonus. Their natural unarmed attacks are backed by hard material and is heavy, so gains the weighted property, gaining a +2 to all unarmed damage damage.

High Metabolism (Ex): You burn calories at a greater rate than average, though you gain no additional weight from such consumption.
Effect: You require twice the amount of daily food for a creature of your size (2 pounds for a Medium creature) and begin to feel the effects of starvation in half the time a normal creature would (1.5 days).
Roleplaying Ideas: Characters with high metabolisms might often find themselves munching on something or other during inappropriate times. While not a manic compulsion, characters with this flaw should keep their hunger in their back of their minds and likely seek out at least one or two snacks in the middle of the day, outside of their main meal. When they do sit to eat a full meal, they will likely do so with great haste and hunger (especially if they haven't had a snack).

Heartstone: The product of transmuting the right materials together to produce a primordial form of quazi-psi-crystal-metaloid, but has the transparency of glass, with ever so slight hairs and flecks of infused materials flowing through it giving it rich undertones while seeming to absorb light without refracting it at all, making it appear oddly somewhat dull and lackluster. The material has natural facets that make it even more effective for whatever use it is put to. The material is considered psionic crystal and metal, but is impervious to rust, and corrosion, as well as heat/warp metal and transmute earth. The transmutation process for creating heartstone is kept extremely secret by those that know how to make it. Besides being a focus for psionic abilities, it has two unheard of qualities that makes it sought after by those that know of its existence.
It has the amazing quality of taking any damage it sustains that doesn’t outright destroy the object, absorbing it, and making it stronger and more resilient. An item made of heartstone starts with a hardness of 15 and double its hardness in hit points (30). Half of any hit point damage taken (if the item isn't destroyed), is in the next round added to the items hardness permanently, and the hit points are restored to the new total of double (or triple if a material has been infused into the heartstone that has triple the HP to Hardness as some materials do) the hardness.
For example, a dagger made of heartstone would initially start with 15 hardness, and 30 hit points. If someone manages to overcome the 15 hardness or by other means deal 10 hit points of damage to it, at the beginning of the next round, the hardness increases to 20, and the items hit points are restored to the items new total of 40 hit points.
The last property of heartstone is that with the right magical techniques, it can be imbued with the properties of other materials, giving the most beneficial aspects of that materials properties to it. For example, heartstone could be infused with the properties of Mithral to overcome DR/Silver, and for it's weight to be reduced by ½. Heartstone can only be imbued with a particular materials properties once, and only keeps the best of all materials imbued. IE: If another material besides Mithral reduced an item’s weight by ½, it would still only reduce the weight by ½, not ¼. But if a material reduced a comparative item’s weight by ¾, that property would be taken over the Mithral.
Weapons made from heartstone give an inherent +2 bonus on damage, increases critical threat range by 1, and critical multiplier by 1. A true heartstone blade ignores armor bonuses of armor, as well as deflection bonuses from magical items. Against magical armor, the weapon needs to have an enhancement bonus equal to or greater than that of the armor in order to have any special effect; otherwise, it is treated as a normal weapon.
Requirements to create heartstone: Ability to cast 5th level transmutation spells, Craft: Alchemy 10 ranks. To further enhance the properties of heartstone with other materials, a Spellcraft check of the Transmutation school must be made, adding the Craft: Alchemy skill for a total. The DC of adding a property to heartstone is 20 + 2 for each property already added. For example: If a heartstone dagger has the Silver property of either Mithral or Alchemical Silver infused to it, it would take the on the ability to bypass the damage reduction of creatures that are resistant to everything but silver. Heartstone may take on any number of properties, but each property requires an equal amount of material (Adamantine) equal to the weight of the item made of heartstone. The base material becomes Iron, and all the properties are then infused into the heartstone, which takes the best properties infused into it. For example: a dagger of iron normally made of 1 pound, would become heartstone weighing 4 ounces. You would still need 1 pound of Mithral to infuse its properties into the heartstone.
The Cost of this procedure in ritual components is 2,000 gp per material to be infused, plus the material to be infused cost. For example, if you were to wanting to infuse the properties of 3 materials into the heartstone, the ritual would cost 6,000 gp + (cost of 1 lb of Mithral) + (cost of 1 lb of Crystal, Blood) + (Cost of 1 lb of Umbrite) and the DC checks may be made all at once, but at an increased DC equal to 20 + 2 per any other infusions previously successfully made + 2 for each substance trying to be infused in the current ritual.
It can initially be crafted from Primordial Clay that is transmuted in a specific way to permanently take on one form, but retains it's chaotic malleable essence within that can be further manipulated (Knowledge: Planes DC 60).