
Lobolusk |

I am playing serpents skull and my idea for a new character after mine dies is a jungle explorer called Mwangi Jack he is basically a sargovian indiana jones.
here is what i can come up with roll 4d6 keep best 3
i really like the bard archeologist or ranger with a gun
here is what i want a pistol and whip
i think my feats will include pistol and sword, whip mastery improved whip mastery and either amateur gunslinger and grit or a level dip into mysterious stranger/gun slinger
how would you of it? if you had say 10 levels and started at level 5

Squawk Featherbeak |
5 people marked this as a favorite. |

Human Mysterious Pistolero/Archaeologist/LoreWarden
Traits: Prehensile Whip, Maestro of the Society
CL1- MP1: Weapon Finesse, Agile Maneuvers, Gunslinger's Dodge, Grit, Gunsmith
CL2- A1: Bardic Knowledge, Archaeologist's Luck +1, Cantrips, Inspire Courage
CL3- LW1: Weapon Focus (Whip), Whip Mastery, Scholastic
CL4- LW2: Combat Expertise, Serpent's Lash
CL5- LW3: Improved Trip, Maneuver Mastery +2
CL6- LW4: Improved Whip Mastery
CL7- LW5: Improved Disarm, Weapon Mastery (Firearms)
CL8- LW6: Fury's Fall, Bravery +1
CL9- LW7: Greater Whip Mastery, Know Thy Enemy
CL10- LW8: Fury's Snare
Above CL10, Increase levels in Archaeologist. Gain Eclectic as your Level 11 and Lingering Performance at level 13.

Lobolusk |

Human Mysterious Pistolero/Archaeologist/LoreWarden
Traits: Prehensile Whip, Maestro of the Society
CL1- MP1: Weapon Finesse, Agile Maneuvers, Gunslinger's Dodge, Grit, Gunsmith
CL2- A1: Bardic Knowledge, Archaeologist's Luck +1, Cantrips, Inspire Courage
CL3- LW1: Weapon Focus (Whip), Whip Mastery, Scholastic
CL4- LW2: Combat Expertise, Serpent's Lash
CL5- LW3: Improved Trip, Maneuver Mastery +2
CL6- LW4: Improved Whip Mastery
CL7- LW5: Improved Disarm, Weapon Mastery (Firearms)
CL8- LW6: Fury's Fall, Bravery +1
CL9- LW7: Greater Whip Mastery, Know Thy Enemy
CL10- LW8: Fury's SnareAbove CL10, Increase levels in Archaeologist. Gain Eclectic as your Level 11 and Lingering Performance at level 13.
wow that is a really good though out build I am really impressed it is in no way the way i would of gone but i really like it my only question is this I can't inspire courage if i am a archeologist correct? he loses all bardic performance

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Archivist is a good alternative too. an expert at creatures and how to harm them best.
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

Squawk Featherbeak |

Yeah. But you get Archaeologist's Luck, which is somewhat a better buff, only it effects just you. Also Fighters get bravery. It's not much, but it's something. With the build I gave you, you will be building on Dexterity with Charisma, Wisdom, and Constitution coming second. You will also most likely be the party face and the knowledge junkie.

Lobolusk |

Archivist is a good alternative too. an expert at creatures and how to harm them best.
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.
what class is archivist?

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Lobolusk, when converting a "movie hero" character who can do everything, into a game like pathfinder which has specialist characters who fit into a team as a whole, you often need to pick what elements of the character you wish to emphasize.
I think you might need to focus on one aspect of Indianna jonse's character to focus on.
As many people have suggested Bard with Archeology archtype seems like an excellent suggestion.
that would be an excellent way to put some emphasis on the trap finding and disabling, and his knowledge skills .
I suppose if you want to focus on his combat ability, perhaps fighter or ranger (or gunlsinger if your GM is letting guns in)
Now if you have a whole string of 16s, 17s, and 18s, of course you can do both.
good luck

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Go archeologist and just use a crossbow to replace the gun?
Thinking back to the movies he uses his gun fairly rarely. He punches a lot of guys so unarmed combat might be nice. Maybe a couple levels of monk to help with the whole I don't wear a lot of armor thing and punching thing.
I can hear the theme already. Bum a da dummmm

Lobolusk |

Lobolusk, when converting a "movie hero" character who can do everything, into a game like pathfinder which has specialist characters who fit into a team as a whole, you often need to pick what elements of the character you wish to emphasize.
I think you might need to focus on one aspect of Indianna jonse's character to focus on.
As many people have suggested Bard with Archeology archtype seems like an excellent suggestion.
that would be an excellent way to put some emphasis on the trap finding and disabling, and his knowledge skills .
I suppose if you want to focus on his combat ability, perhaps fighter or ranger (or gunlsinger if your GM is letting guns in)
Now if you have a whole string of 16s, 17s, and 18s, of course you can do both.
good luck
I am very aware of that and I really try not to make a mental effort for my characters to do every thing it ruins the game i was going for a whip pistol smarty pants in a British colonial hat basic the Sean Connery character from league of extraordinary gentlemen. I like the above suggestion of lore warden I may change it out for a ranger archetype though it will fit my concept better I think. on the other hand I have never played a character that was not hand picked by me and it may be fun to see what feather beak can bring to the table. there was no way i would of ever picked that archetype with out his suggestion....so "fortune favors the bold" they say

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Shar Tahl wrote:what class is archivist?Archivist is a good alternative too. an expert at creatures and how to harm them best.
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.
Bard Archtype. I had used that one when i was trying to make an Indiana Jones type for Serpent Skull Adventure Path

Squawk Featherbeak |
2 people marked this as a favorite. |

In that case...
Human Maneuver Master/Archaeologist
Traits: Prehensile Whip, Maestro of the Society
CL1- MM1: Improved Unarmed Strike, Stunning Fist, Improved Trip, Weapon Finesse, Flurry of Maneuvers, AC Bonus
CL2- MM2: Improved Disarm, Evasion
CL3- A1: Agile Maneuvers, Bardic Knowledge, Archaeologist's Luck +1, Cantrips
CL4- A2: Clever Explorer, Uncanny Dodge
CL5- A3: Fury's Fall, Trap Sense +1
CL6- A4: Rogue Talent: Weapon Training: Whip
CL7- A5: Whip Mastery, Lore Master 1/day, Archaeologist's Luck +2
CL8- A6: Evasion, Trap Sense +2
CL9- A7: Improved Whip Mastery
CL10- A8: Rogue Talent: Combat Trick: Serpent Lash
Pros: Earlier improved maneuvers, more spells, more will, more bard stuff in general, monk stuff.
Cons: Less BAB by far, less whip feats, less fortitude, later whip mastery.

Lobolusk |

In that case...
Human Maneuver Master/Archaeologist
Traits: Prehensile Whip, Maestro of the Society
CL1- MM1: Improved Unarmed Strike, Stunning Fist, Improved Trip, Weapon Finesse, Flurry of Maneuvers, AC Bonus
CL2- MM2: Improved Disarm, Evasion
CL3- A1: Agile Maneuvers, Bardic Knowledge, Archaeologist's Luck +1, Cantrips
CL4- A2: Clever Explorer, Uncanny Dodge
CL5- A3: Fury's Fall, Trap Sense +1
CL6- A4: Rogue Talent: Weapon Training: Whip
CL7- A5: Whip Mastery, Lore Master 1/day, Archaeologist's Luck +2
CL8- A6: Evasion, Trap Sense +2
CL9- A7: Improved Whip Mastery
CL10- A8: Rogue Talent: Combat Trick: Serpent LashPros: Earlier improved maneuvers, more spells, more will, more bard stuff in general, monk stuff.
Cons: Less BAB by far, less whip feats, less fortitude, later whip mastery.
I like the existing Plan pretty well

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ElyasRavenwood wrote:I am very aware of that and I really try not to make a mental effort for my characters to do every thing it ruins the game i was going for a whip pistol smarty pants in a British colonial hat basic the Sean Connery character from league of extraordinary gentlemen. I like the above suggestion of lore warden I may change it out for a ranger archetype though it will fit my concept better I think. on the other hand I have never played a character that was not hand picked by me and it may be fun to see what feather beak can bring to the table. there was no way i would of ever picked that archetype with out his suggestion....so "fortune favors the bold" they sayLobolusk, when converting a "movie hero" character who can do everything, into a game like pathfinder which has specialist characters who fit into a team as a whole, you often need to pick what elements of the character you wish to emphasize.
I think you might need to focus on one aspect of Indianna jonse's character to focus on.
As many people have suggested Bard with Archeology archtype seems like an excellent suggestion.
that would be an excellent way to put some emphasis on the trap finding and disabling, and his knowledge skills .
I suppose if you want to focus on his combat ability, perhaps fighter or ranger (or gunlsinger if your GM is letting guns in)
Now if you have a whole string of 16s, 17s, and 18s, of course you can do both.
good luck
Of course. Sometimes when people want to have a movie character in pathfinder terms, often they want their pathfinder character to do everything the movie character can do. good luck with your character and i hope you have fun with it.

Lobolusk |

Human Mysterious Pistolero/Archaeologist/LoreWarden
Traits: Prehensile Whip, Maestro of the Society
CL1- MP1: Weapon Finesse, Agile Maneuvers, Gunslinger's Dodge, Grit, Gunsmith
CL2- A1: Bardic Knowledge, Archaeologist's Luck +1, Cantrips, Inspire Courage
CL3- LW1: Weapon Focus (Whip), Whip Mastery, Scholastic
CL4- LW2: Combat Expertise, Serpent's Lash
CL5- LW3: Improved Trip, Maneuver Mastery +2
CL6- LW4: Improved Whip Mastery
CL7- LW5: Improved Disarm, Weapon Mastery (Firearms)
CL8- LW6: Fury's Fall, Bravery +1
CL9- LW7: Greater Whip Mastery, Know Thy Enemy
CL10- LW8: Fury's SnareAbove CL10, Increase levels in Archaeologist. Gain Eclectic as your Level 11 and Lingering Performance at level 13.
how about urban barbarian instead of gunslinger a free +4 to dex if i decide

Lobolusk |

Human Mysterious Pistolero/Archaeologist/LoreWarden
Traits: Prehensile Whip, Maestro of the Society
CL1- MP1: Weapon Finesse, Agile Maneuvers, Gunslinger's Dodge, Grit, Gunsmith
CL2- A1: Bardic Knowledge, Archaeologist's Luck +1, Cantrips, Inspire Courage
CL3- LW1: Weapon Focus (Whip), Whip Mastery, Scholastic
CL4- LW2: Combat Expertise, Serpent's Lash
CL5- LW3: Improved Trip, Maneuver Mastery +2
CL6- LW4: Improved Whip Mastery
CL7- LW5: Improved Disarm, Weapon Mastery (Firearms)
CL8- LW6: Fury's Fall, Bravery +1
CL9- LW7: Greater Whip Mastery, Know Thy Enemy
CL10- LW8: Fury's SnareAbove CL10, Increase levels in Archaeologist. Gain Eclectic as your Level 11 and Lingering Performance at level 13.
this is the character build I sent to my DM. he is a little leery about fire arms.. We are in the middle of the jungle so he had some concerns about getting Gun powder. I want to add in there a unarmed strike just for upclose encounters any idea what level I should throw it in to?

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I've many excellent ideas here, but what would be his key skills? Knowledge (history) & Appraise are for certain, but what else?
Bluff, Diplomacy, Disable Device, Perception, Knowledge (Local), Stealth...a smattering of other Knowledge skills, Survival (maybe Class due to a Trait) some Linguistics, maybe Profession (Teacher), and possibly UMD and/or Spellcraft.
In short, lots of 'em.

Craig Frankum |

Would make sense, especially for a leveled character, but where would I start? Let's say Human Archaeologist Bard with an INT 12 and the favored class point being in Skill points. At 1st level, what 9 key skills would I start with?
I can see Bluff and Diplomacy, but he doesn't seem to be very good at it or maybe his Sense Motive is such that he doesn't know he's consorting with the Bad Guy early in the movies.
The greatest examples of him using Stealth, he gets caught and tied up, Thus eliminating Escape Artist, because he always needs someone else to untie him.
Disguise worked well in his favor for a time and Disable Device at least allows him the attempt to disarm a trap, even if he does set off every one he encounters.

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Well, for 1st level...
Appraise, Diplomacy (he's likable, even if not the best liar ever), Disable Device, Knowledges (Dungeoneering, History, Local), Linguistics, Perception, Survival,
And make sure to take Traits to make Survival and Disable Device class skills...though Fate's Favored is better and more important. Try and take a Drawback (Hedonistic works well) to get all three.
As he levels, various other skill should come in for a few ranks (basically all Knowledges, but especially Nature, Acrobatics, Bluff, Sense Motive, a few others), while only Linguistics, Appraise, Perception, and Knowledge (History) really need to stay maxed thematically (though I'd keep Disable Device maxed, too).

Craig Frankum |

Understandable, but I do't mind playing characters with "flaws" or "flawed logic". I build concepts and enjoy the role-playing aspect. The dice and careful/careless ations determine the success of many of my characters... or the random encounter table that pitted a party of level 1 characters against a SHAMBLING MOUND blocking the only exit. Not my GM's fault, first time he's ever killed a PC and he felt horrible for weeks about. I think he's pulled some randoms because he felt they were above us after that. Now to die because of stupidity... that's a different story all together.