Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.
By request this week we have a character I’m not very fond of but people love and, as I knew inevitably would happen, he has been asked for: Wolverine. If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, the enigmatic shapeshifting Mystique!
WOLVERINE CR 20—XP 307,200
Male human barbarian (wild rager) 11 [hs 7; hypernaut 1/meganaut 2]
NG Medium humanoid (human, hyper)
Init +15; Senses darkvision 60 ft., low-light vision; Awareness +20
AC 33, bullet 32, touch 30, flat-footed 24 (+6 armor, +5 deflection, +8 Dex, +1 dodge, +3 hyper, +2 natural, -2 rage)
hp 219 (11d12+121+21) fast healing 3; Hyper Bonus +3
Fort +20, Ref +14, Will +11
DR 5/—; Immune disease, poison
Hyper Flaw hubris (from Mythic Adventures)
Speed 70 ft.
Melee claws +30/+25/+25/+20/+20 or +28/+28/+23/+23/+23/+18/+18 or +26/+26/+26/+21/+21/+21/+16/+16 (1d10+16, Crit 19-20/x3; also -4 to AC for max attack array)
Special Attacks greater rage 31 rounds/day, pounce
Base Statistics When not using greater rage, Wolverine loses his natural armor bonus to AC, claw attacks, pounce, scent, his will save is reduced by 1, he makes one less attack in a maximum full-attack action, and his Strength and Constitution are reduced by 6 (reducing attack bonuses and CMB by -3, hp by -33, and Strength-based skills by -3).
Str 22, Dex 26, Con 30, Int 13, Wis 15, Cha 14
Hyper Dexterity 2 (Dexterous Footwork, Dexterous Strikes), Hyper Constitution 2 (Hyper Age, Hyper Blooded, Hyper Tough)
Base Atk +11; CMB +17; CMD 44
Feats Alertness [B], Dodge [B], Double Slice, Improved Damage Reduction, Improved Natural Attack (claws), Improved Two-Weapon Fighting, Improved Unarmed Strike [B], Mobility, Spring Attack [H], Two-Weapon Fighting, Weapon Finesse; Hyper Feats A Bit Abberant (2), Extra Attribute Trait
Skills Acrobatics +18, Athletics +13, Awareness +20, Bluff +4, Handle Animal +6, Intimidate +16, Knowledge (history, nature) +5, Ride +12, Search +9, Sense Motive +9, Stealth +16, Survival +16, Vehicular Control +12
Languages English, Japanese
SQ fast movement, hypernaut power (fast healing 3), hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, rage conversion, rage powers (beast totem, greater beast totem, lesser beast totem, primal scent, scent), trap sense +3, wild fighting
Gear +5 padded armor, amulet of keen mighty fists +5, ring of deflection +5
Beast Totem Rage Powers (Su): While raging, Wolverine gains a +2 natural armor bonus, the pounce special ability (allowing him to make a full attack at the end of a charge). In addition, he gains two claw attacks. These attacks are considered primary attacks and are made at his full base attack bonus. The claws deal 1d10 slashing damage and deal ×3 damage on a critical hit..
Rage Conversion (Ex): When Wolverine fails a saving throw against any mind-affecting effect he can attempt a new saving throw at the beginning of his next turn. If the save succeeds, that effect ends and he instead rages and becomes confused as noted below.
Uncontrolled Rage (Ex): Wolverine’s rage functions as normal, except that when he reduces a creature to 0 or fewer hit points, he must attempt a DC 25 Will save or become confused. For the remainder of his current turn, he attacks the nearest creature other than himself. On the following round, refer to the confusion spell to determine his actions. At the end of this round, and each round thereafter, he can attempt a new saving throw to end the confusion effect. The rounds during which he is confused do not count against the rounds he has spent raging that day, but he cannot end his rage voluntarily, nor can he use rage powers while confused.
Wild Fighting (Ex): When using the full-attack action Wolverine can make one extra attack per round at his highest base attack bonus. Until the beginning of his next turn, however, he takes a –2 penalty on attack rolls and –4 penalty to AC.
NOTES ON WOLVERINE’S PATHFINDER BUILD
This is just the kind of character perfectly fit for the Hyper Score system, fully-forming into a proper statblock by using the various bits and bobs already within the Pathfinder rule set and adding on hyper abilities. I am extremely pleased with what I came up with above! 😀
(Although hey, I am not a Wolvie fan so if it needs a fix somewhere let me know!)
Medium humanoid (human, hyper), neutral good
Armor Class 18 (studded leather)
Hit Points 175 (14d8+112)
Speed 60 ft., leap 15 ft.
|18 (+4)||20 (+5)||26 (+8)||13 (+1)||16 (+2)||14 (+2)|
Saving Throws Str +10, Dex +11, Con +14
Skills Athletics +10, History +7, Insight +8, Intimidation +8, Investigation +7, Nature +7, Perception +8, Stealth +11, Survival +8
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages English, Japanese
Challenge 17 (18,000 XP)
Charge. If Wolverine moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Incredible Scent. Wolverine can pinpoint, by scent, the location of any object or creature within 30 feet of him and he gains advantage on Wisdom (Perception or Survival) checks to track or find something by scent. When an illusion appears within 30 feet of Wolverine, he makes a saving throw to recognize it as if he had spent an action scrutinizing.
Rage. On his turn, Wolverine can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +3 bonus to the damage roll, and he has resistance to all types of damage except for psychic. His rage lasts for 1 minute. It ends early if Wolverine is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Wolverine can also end his rage on his turn as a bonus action. Once Wolverine has raged four times, he must finish a long rest before he can rage again.
Regeneration. Wolverine regains 10 hit points at the start of his turn if he has at least 1 hit point. When reduced to 0 hit points, he regains 1 hit point after 1 minute unless he is decapitated and dismembered (taking an additional 100 hit points of damage).
Multiattack. Wolverine makes eight claw attacks each turn.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical slashing damage.
NOTES ON WOLVERINE’S D&D 5E BUILD
With the uber healing factor a PC build is out the window so I focused instead on making Wolverine’s statblock into a lean, easy to use monster. Rage is familiar, regeneration is simple, and he’s got plenty of skills (as well as all the attacks) to make for a formidable foe able challenge a party of high level adventurers. 😀
EDIT: As per the comment below, the Pathfinder build has had skills moved a bit and a little Charisma boost for intimidation and 5E build has had its Dexterity decreased a bit, Charisma increased a bit, and Constitution increased substantially.