Help me build Indiana Jones


Conversions


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


a few notes he doesn't have to be a DPR hero just playable and must include a whip and pistol unarmed attacks are optional


Well there is an Archeologist template in PAPG I belive. And it's a bard template so that means Whip proficiency, not sure about pistol.


I don't have the time to post everything here, but you'll want a gunslinger/archeologist bard with the prehensile whip trait.


Halfling Barbarian wrote:
I don't have the time to post everything here, but you'll want a gunslinger/archeologist bard with the prehensile whip trait.

do you have a link to prehensile whip?

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Just go archaeologist bard and take exotic weapon proficiency: fire arms.


DM_aka_Dudemeister wrote:
Just go archaeologist bard and take exotic weapon proficiency: fire arms.

dont i need grit to shoot a gun and ammeter gunslinger to make bullets?


The prehensile whip trait


And you can gain grit and the gunslinger abilities other ways, but a dip into gunslinger gives it all to you. Besides, Indy was a combat archaeologist. Taking a few levels in a full BAB class feels right.


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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.


Squawk Featherbeak wrote:

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.

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

Liberty's Edge

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.


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.


Shar Tahl wrote:

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?


Are you permitted 3rd party products? Super genius games' anacronistic adventures investigator, combined with the whip focused archetype the blacksnake from Martial Archetypes would make a great indiana jones.


Kolokotroni wrote:
Are you permitted 3rd party products? Super genius games' anacronistic adventures investigator, combined with the whip focused archetype the blacksnake from Martial Archetypes would make a great indiana jones.

have a link?


The investigator and Martial Archetypes

Silver Crusade

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

Silver Crusade

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


ElyasRavenwood wrote:

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

Liberty's Edge

Lobolusk wrote:
Shar Tahl wrote:

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?

Bard Archtype. I had used that one when i was trying to make an Indiana Jones type for Serpent Skull Adventure Path


It may just be me, but with a focus on Charisma and being an Archaeologist Bard with a whip... Dazzling Display needs to be in there


Daelen wrote:
It may just be me, but with a focus on Charisma and being an Archaeologist Bard with a whip... Dazzling Display needs to be in there

you know i think you are right Lets drop the gun stuff and go for unarmed strike +whip


20 levels of rogue. Exotic Guns.


juts a little curious why this was moved to conversions? I wasn't asking to convert an existing system like startwars just help with a character design?


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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.


Squawk Featherbeak wrote:

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.

I like the existing Plan pretty well

Silver Crusade

Lobolusk wrote:
ElyasRavenwood wrote:

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

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.


Feather beak can you make it a mix of just lore warden and archeologist with unarmed strike thrown in for close combat? my main weapon will be the whip
and knowledge skills


Squawk Featherbeak wrote:

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.

how about urban barbarian instead of gunslinger a free +4 to dex if i decide


Squawk Featherbeak wrote:

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.

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?


I've many excellent ideas here, but what would be his key skills? Knowledge (history) & Appraise are for certain, but what else?

Liberty's Edge

Craig Frankum wrote:
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.


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.

Liberty's Edge

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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).


Thanks! That sounds solid.

Liberty's Edge

You're very welcome, happy to be of assistance. :)

For the record, an optimal build would probably do things slightly differently on skill choices, but you seemed to be aiming for authenticity.


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.

Liberty's Edge

Yeah, I figured. Just noting it as less than optimal for the record.

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