Love most everything I've seen on this thread! Keep up the great work! Is there anywhere I could get a PDF of the creatures and templates that have been shown here?

And is there anything close to a "Wolverine" type of template besides "Feral"?

I actually really like the Feral template, but it should have something letting limbs be reattached and an improved claw damage, or allowing for different claw 'types' if you will. Smaller damage for fingernail type claws, and more for 'bladed gauntlet' style claws such as a d6 or d8 for each claw, so a wolverine character would have 3d6 or 3d8 for all claws extended rather than 3d4, but that's doable too... Thoughts?

Feral Strike Weapons are also something to think about. I've got a character that's basically a Kasatha 'Wolverine' Monstrous Humanoid.

Spoiler: "Wolverine" template/character
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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.
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).

Traits to consider:

Inventive [Trait]
You have the ability to turn any item or anything in a situation to your advantage.
Benefit: Once per day you can gain a luck bonus equal to your Int modifier to a skill check, attack roll, or save.
Drawback: For one hour after you feel that anything you can do needs to be "enhanced". You get -2 on all knowledge checks for one hour after using this ability.
Roleplaying Ideas: You feel that any risky situation can be solved with a bit of intuition. You can turn any situation in your favor by simply playing a song better or just throwing at the right angle. You feel that any time something can be made better you will try to make it better, or explain how you think it can be done better.

Logical [Trait]
You are very understanding in math and science, though the arts of society elude you.
Benefit: You gain +2 to all knowledge checks.
Drawback: You get -2 to all Cha based checks.
Roleplaying Ideas: You are very precise about all items, and tend to be all knowing in areas of your expertise. You chose your cold books over the warm touch of living creatures.

Savage Tendencies [Trait]
Benefit: You gain a +1 bonus to all attack and damage rolls made by you when you make an attack with a natural weapon or an unarmed attack.
Drawback: Because you get in so close, enemies gain a +1 bonus to all attack rolls made against you when you make an attack with a natural weapon or an unarmed attack.
Roleplaying Ideas: An individual with more animal tendencies at heart trusts their claws and fangs, or even fists, more so than they do any melee weapon. Most commonly this behavior stems from the fact that they are familiar at an innate level with how to rake, bite, or otherwise strike with a finesse most creatures otherwise lack. Characters with this trait should consider roleplaying themselves as avoiding melee weapons whenever possible out of simple reasoning that there is no purpose to wield a weapon which is more foreign to them than ones they were born with.

Wisdom in the bones [Trait]
wisdom is your main goal.
Benefit: Add your wisdom ability score to your damage.
Roleplaying Ideas: You are not strong but you make up for it in brain power.

Flaws to consider:

Hauntings of the Past [Flaw]
You have disturbing Dreams, often reliving past events, often resulting in emotional weakness.
Prerequisite: Must have experienced terrible events in the past.
Effect: You are known to have dark dreams, often representing an unpleasant past event. Every 1d6 days at night (basically once a week at random), the character has an upsetting dream. Upon waking, s/he becomes shaken for the next six hours. In addition, on the night of the dream the character must succeed an additional will save of DC 15, or make loud noises (Talking in sleep, or Screaming), this may at DM's discretion wake both the player and/or other party members interrupting their sleep for 1d3 hours.
Roleplaying Ideas: The PC can use this to clue in party members to their past event. Party members who listen to the pc talking in their sleep may figure out clues to the pc's past.

Kayla thought back to her first coherent memory: waking up groggily in a lab, strapped to a table with no idea what was going on, who she was or how she got there... She tried to struggle against the restraints, becoming panicked when they wouldn't give way. Furiously she tugged against them and as she thrashed, suddenly one came loose and she used her freed hand to release the others. She looked around, panicked to see strange creatures in cages all around what looked like some strange lab. One wall was filled with alchemical tubes, burners and other unknown items... some of the creatures look humanoid, others looked to be a mix of things gone wrong... Then her eyes came to a door and she immediately bolted for it, only to find it locked. She quickly started hammering on it with her fists, and then started punching it; trying her hardest to force it open, when suddenly there were claws extending from between her knuckles... She stared down in astonishment as she looked at her other 3 hands, covered in super fine gray and black fur, and when she flexed them, three equally lethal set of claws effortlessly slid out. She started attacking the door with her claws and was completely amazed to find that they seemed to pass almost effortlessly through the wood, making short work of it. As soon as the door gave, she kicked it hard to have it fling wide and reveal stairs that spiraled down a seemingly endless spiral staircase with doors left and right as she ran down and down... As she sank further down into the darkness, she began to see swirling colorful lights coming from further below. She eventually arrived at the bottom of the stairs, which ended in a pool of swirling colors. She quickly glanced back, hearing voices following her, and tripped over her own feet and plunged headlong into the strange pool, ... She fell for what seemed like a long time before thinking of trees or maybe it was a forest, and suddenly found herself laying in the middle of an immense forest meadow, in utter silence... she lay there a long time, and tried to figure out what had just happened. She picked up her hands, gazed at her long claws and relaxed her muscles, watching in utter astonishment and wonder at the claws, as they slowly retract and she started to calm down slightly. She started to get her barrings and the birds started to chirp again... softly, worriedly. The forest started to slowly come back to life after it's sudden intruder had disturbed them. She staggered to her feet and looked around, wondering where to go from there.
Eventually some elves came across her as she was scavenging some berries from a bush and tried to approach, but she remembered the misshapen bodies in the tower and tried to avoid them. They kept tracking her for days, trying to coax her out and to trust them, and eventually they succeeded. They took her in, and taught her their infernally delicate and precise speech, as well as the much easier 'common tongue' but always she was weary, wondering how she had gotten into that lab, and why she had been tied down. What were those poor creatures and people doing in those cages... She never knew how she had managed to end up in that tower, but she knew she wouldn't ever let herself be taken back!
They managed to calm her down and convince her to go with them to their tree city. It was there she saw herself in a mirror for the first time, standing almost twice as tall as an elf, with very fine and soft gray fur with black stripes, cat ears with tiny little tufts of hair sticking out, but a 'human' face the elves said and wide green cat eyes. She even had a tail. She was sleek, lithe, and more graceful than even the elves, but she had strength and power in her movements. She spent many years learning with them, and becoming civilized. They tried to teach her to use a few weapons, such as most swords and bows but always preferring to get in close with her claws, as well as light armor, but she never liked to wear any of the other stuff they tried to teach her to wear as it was too bulky and difficult to move in.