I hate snakes, Jock! I hate 'em!


Conversions


The question of this thread is:
How would you build Indiana Jones? Where would you put skill points, what stat rolls do you think he has, what levels is he in the movies?

This is a person who displays:
Lots of skills Multilingual (But doesn't speak Hovitos), enough Knowledge (History) ranks to be a professor, some Knowledge (Religion) for the Arc of the Covenant, a fair bit of architectural know-how, pretty good Perception, ability to Disable Device, can use Ride for vehicles and animals, not half bad Diplomacy or Bluff, etc.
Combat competence Proficient with whip, gun, and fists, probably specialized in whip.
Fairly good Reflex save, probably decent Fort and Will Dodges a lot of things, sturdy enough to be punched, shot, dragged around by cars and be fine.
Lots of connections and combat companions Marian Ravenwood, Jock, Sallah, Captain Katanga, Short Round, James Bond/His Dad, That Transformers Guy/Mutt/His Son
Good at running This is his plan B. And plan C through R. And he's good at it.


Archaeologist Bard/Gunslinger gestalt, male Azlanti human, automatic bonus progression (Unchained), 25 point buy = base array with Azlanti increases resulting in 15/15/15/15/15/17 at 1st level. Middle-age in Indiana Jones 3. Old in That-Which-Shall-Not-Be-Named. ;)

Build from there.


Any particular feats? Levels?

I was thinking he'd have a higher Dex, considering that he is pretty good with the whip in and out of combat.


My Self wrote:

Any particular feats? Levels?

I was thinking he'd have a higher Dex, considering that he is pretty good with the whip in and out of combat.

Combining automatic bonus progression with level advancement can take care of Dex increases. He's reasonably agile, but not "Acrobat-Thief" agile.

I've got a game today, so when we're done recovering, I'll revisit.


Archaeologist bard is pretty much Indiana Jones: The Class. Whip proficiency, lots of skills, lots of knowledge, trapfinding, and lots of luck. Add Improved Whip Mastery to use your whip as a grappling hook. No need to take a level in gunslinger, because Jones lives in a setting where advanced firearms are commonplace, and thus simple weapons. He has Expeditious Retreat on his spell list for sure.


Castilonium wrote:
Archaeologist bard is pretty much Indiana Jones: The Class. Whip proficiency, lots of skills, lots of knowledge, trapfinding, and lots of luck. Add Improved Whip Mastery to use your whip as a grappling hook. No need to take a level in gunslinger, because Jones lives in a setting where advanced firearms are commonplace, and thus simple weapons. He has Expeditious Retreat on his spell list for sure.

If the GM is comfortable with advanced firearms as simple weapons, costing Indy most of the other weapon proficiencies in the process (excepting whip, of course), then this is definitely spot on.

<grin>


Turin the Mad wrote:
Castilonium wrote:
Archaeologist bard is pretty much Indiana Jones: The Class. Whip proficiency, lots of skills, lots of knowledge, trapfinding, and lots of luck. Add Improved Whip Mastery to use your whip as a grappling hook. No need to take a level in gunslinger, because Jones lives in a setting where advanced firearms are commonplace, and thus simple weapons. He has Expeditious Retreat on his spell list for sure.

If the GM is comfortable with advanced firearms as simple weapons, costing Indy most of the other weapon proficiencies in the process (excepting whip, of course), then this is definitely spot on.

<grin>

Cue fight with sword-specialized fighter with Dazzling Display.

Just wondering, what kind of saves do you need to resist Weird cast by God?


My Self wrote:
Turin the Mad wrote:
Castilonium wrote:
Archaeologist bard is pretty much Indiana Jones: The Class. Whip proficiency, lots of skills, lots of knowledge, trapfinding, and lots of luck. Add Improved Whip Mastery to use your whip as a grappling hook. No need to take a level in gunslinger, because Jones lives in a setting where advanced firearms are commonplace, and thus simple weapons. He has Expeditious Retreat on his spell list for sure.

If the GM is comfortable with advanced firearms as simple weapons, costing Indy most of the other weapon proficiencies in the process (excepting whip, of course), then this is definitely spot on.

<grin>

Cue fight with sword-specialized fighter with Dazzling Display.

Just wondering, what kind of saves do you need to resist Weird cast by God?

Trait: True Faith. ;)


Trait: Prehensile Whip

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