| Post/Author/DateTime | Post |
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| Adamaro2306-27-07, 10:05 AM | Hey all, I'm making a character inspired by Indiana Jones... alot. I'm making him level 5. How does this sound? 1st: Rogue 2nd: Rogue 3rd: Rogue 4th: Rogue 5th: Bard (only for bardic knowledge, you cant convince me otherwise) I'll be using the Rogue varient from Unearthed Arcana, the one where you get bonus fighter feats instead of sneak attack. The reason for bard is that Indy knows a little bit about everything, an nomatter what anyone says you will not stop me from taking this one level of bard. He'll be a member of house Tharashk bearing the dragonmark of finding. One of the reasons for this is that there's a feat in a Dragon magizine #347 Find Relic, it allows you to make a search check for an item worth less than 1,000gp as though you were actively looking for it. A prerequisite is being able to cast Locate Object. But i'm wondering does a dragonmark spell-like ability let me qualify for this feat? i'm guessing not but hopefully yes. I'm also allowed to get two Flaws, plus i'm human, plus i'm bonus feat version of Rogue, that equals 5 feats at first level: FEATS: Least Dragonmark of Finding (human bonus) Educated (flaw make-up) Action Boost (flaw make-up) Combat Expertise (rogue bonus) Find Relic/ Research (actual 1st level feat, Research if I don't qualify for Fr) CLASS ABILITIES: Trapfinding ----------Second level:------- FEATS: ------- CLASS ABILITIES: Evasion --------Third level:--------- FEATS: Improved Disarm (rogue bonus) Precise Shot (actual third level feat) CLASS ABILITIES: Trap Sense +1 ---------Fourth level:--------- FEATS: ------- CLASS ABILITIES: Uncanny Dodge --------Fifth level:-------- FEATS: ------- CLASS ABILITIES: Bardic Music, Bardic Knowledge (only thing bard related i will do is knowledge.) For this character's future I plan on him going into Ranger for 1 level, then I'll qualify for Extreme Explorer since i'll have a BAB of +4. I wanted to take 1 level in ranger anyway eventually, because I get Track, and Favored Enviorment/ Enemy. For this enviorment/ enemy thing I'm sorta torn between the two... Enviorment: Dungeon/Urban Enemy: Human (just for Order of the Emerald Claw, reflecting Indy's hate for Nazi's) This is my build idea that i've been working on, but I need everything complete before friday. As for background sorta unsure, I don't want an Indy clone, I want an Indy-oriented character. So I absolutely don't want to use a whip. Since Indy served in WW1, it seems reasonable to have served in The Last War, but not for very long, probably 3-4 years before it was over. So any suggestions? And I really need help for background. Thanks. |
| Symar06-27-07, 10:08 AM | Bard also gives you whip proficiency if you want, and then you'll definately have to take the skill trick in Complete Scoundrel that lets you use a whip like a grappling hook. EDIT: whoops, never mind, didn't see the no whip part, sorry. |
| DragoonDarkfire06-27-07, 10:09 AM | How about he uses a sickle? |
| Adamaro2306-27-07, 10:12 AM | Also he pretty much wears leather armor, the DM says he really wants me to play this, but i told him I would only play if I could also have the Fedora (hat). |
| Ironhandjack06-27-07, 10:22 AM | I figured him up at one time, figured Factotum up to 5th level 3 levels of rogue Lasher up to 7th level then the last 5 levels are Extreme Explorer Edit: but then if you don't want the whip (x.x didn't notice) don't go lasher, I'd maybe even go Artificer ~shrugs~ he seems kinda artificery to me ^.^ |
| Adamaro2306-27-07, 10:30 AM | I sorta wanted to stay away from Factotem, as I don't have the book plus i've seen it and I want to stay as far away from spellcasting as possible. Even though I took 1 level of Bard I will never cast anything... except for either Locate Object / Know Direction. Also, just wondering, what makes Indiana Jones like an artificer? |
| Ironhandjack06-27-07, 10:40 AM | Oh, its not so much the building of items and stuff that the artificer has that strikes me as Indy-ish as much as it is the Artificer Knowledge ability and Artisan bonus and just the fact that the class is kinda geared flavor-wise at least to research on magic items and stuff. I mean, he was an archaeologist and all...that seems to just kinda fit with the Artificer to me. ~shrugs~ It doesn't encompass his entire character just one aspect of it, the other classes I mentioned kinda flesh out the more adventure-ish nature that he has after sneaking out of college office windows ^.^ Edit: Additionally, if you want to stay away from the spell-casting as much as possible www.athas.org has a Darksun setting bard that doesn't have any spellcasting and is pretty cool ^.^ Its in the "Releases" section under the Darksun 3 link. |
| Rekko06-27-07, 11:15 AM | Don't forget he prefers shooting is gun at someone to sword fighting. I'd also mix the personalities of Rick O'Connell (of the Mummy movies) with Indiana Jones if you want your character more aligned to adventures. Balance, Climb, Jump, Tumble, Hide, Move Silently, Knowledge and Search are you skills of choice. I see Indy as being more the athletic guy moving around the traps than the guy who desactivates them. Evasion and a good saves are key class abilities for him. As you see Indy in his classes, he learned almost everything he knows on the fields and then got researches on the things that caught his attention. Bardic Knowledge combined with Artisan Knowledge seems very practical for this character. Moreover, Use Magic Device bonuses from the Artificer might prove useful. Plus, the classes gives you a few spells and infusions to enhance your luck. I'd make him a Wayfinder member, and his hatred for the Order of the Emerald Claw is highly justified considering they steal many artifacts. So, to help us input on his background, what are the characteristics of Indy that you want to keep in and leave out? Rekko |
| Ironhandjack06-27-07, 11:23 AM | As you see Indy in his classes, he learned almost everything he knows on the fields and then got researches on the things that caught his attention. Bardic Knowledge combined with Artisan Knowledge seems very practical for this character. Moreover, Use Magic Device bonuses from the Artificer might prove useful. Plus, the classes gives you a few spells and infusions to enhance your luck. ^.^ Glad I'm not the only one who thought so. |
| Kensan_Oni06-27-07, 01:17 PM | I am glad you took bard, and I highly suggest the skill Linguist. He pretty much speaks everything but Welsh. He needs Knowledge History. Indy might now a little bit about everything, but he knows his history down pat. He's a teacher of archeology, after all. I think otherwise you got it down pretty well though. |
| Symar06-27-07, 03:19 PM | Maybe Horizon Walker would be a good PrC to go in to? If you weren't opposed to spellcasting I'd suggest Loremaster, cause it's got that schoarly feel to it, but is a mgaic PrC, so no luck there. |
| Subtle Knife06-28-07, 11:47 AM | Perhaps consider the Bardic Sage Variant from Unearthed Arcana - shifts the focus to divination spells and Bardic Knowledge, away from Bardic Music. SK |
| Nived06-28-07, 11:49 AM | I think it'd be a shame if he didn't have the Education feat. |
| Adamaro2306-28-07, 01:11 PM | Okay, heres what I came up with: (Dm was nice enough to start us at 8th instead) Rogue 4/ Bardic Sage 1/ Urban Ranger 1/ Extreme Explorer 2 BAB +5 _________________________ Class Abilities: Trap Sense +3, Trapfinding, Urban Tracking, Dodge Bonus, Wild Empathy, Bardic Knowledge, Bardic Music, Uncanny Dodge, _________________________ Feats: Weak Willed (flaw), Murky-Eyed (flaw), Education, Least Mark of Finding (locate Object), Chronicle (dragon mag. #347), Jack of All Trades, Research, Improved Grapple, Dodge, Combat Reflexes. _________________________ Languages: Common, Elven, Dwarven, Giant, Draconic, Goblinoid _________________________ Notable Skill Mods: Knowledge (Religon) +15 Knowledge (Architecture & Engineering) +15 Knowledge (History) +15 Knowledge (Local) +12 Knowledge (Dungeoneering) +12 Appraise +15 Balance +17 Bluff +8 Climb +8 Disable Device +15 Gather Information +8 Jump +11 Search +17 Tumble +17 Use Rope +15 Thats pretty much it. I'm really happy with it :) . Now i need one last bit of help, backstory. All I know currently is that he's working for the Wayfinders, and that he served for 3 years in The Last War. I also need a catchy first name. Any ideas? I would've put these background questions on the Character Development boards, but since it's Eberron specific I figured i'd get better responses here. |
| Rekko06-28-07, 02:48 PM | Iedaraj Velderan d'Tharashk was borned in the Shadow Marches in an eberron shard mine-city near Zarash'ak. His parents, unmarked members of Velderan clan, travelled back and forth between the mine-city and the market capital transporting Eberron shards for House Tharashk. Early in his life, young Iedaraj was thought to defend himself, for the coutryside of the Shadow Marshes are not a safe place for a child. He proved quite talented with the sling, the hand-crossbow, the sap and fighting unarmed / grappling. At a young age, Iedaraj went down into the mine to earn money. Down there, his abilities to climb, jump, and fall tumbling developed along with his natural talent at finding dragonshards and to know their value. A bit older, but not yet adult, Iedaraj went several times to Zarash'ak discovering a world larger than him. He became confident enough to travel by himself in the wilds of the Marshes. However, he wasn't enough skillful to find his path the first times. He eventually got lost. While lost, he crossed path with aberrations, almost fell into a Neogi nest. Rapidly a swarm of spider-like aberration came running after Iedaraj. The youngster was in no position to win. Soon, dozens of Neogis overruned him. Walking all over him, and biting him. His cries alerted a scout party of Gatekeepers who came to his rescue and cured his wounds and treated the poisonous bites. Since that day, Iedaraj bears two mental scars: a death fright of all spider things, and a passionate interest in the mysteries of the Gatekeepers, but mostly historical interests. When he finally came back, he went to Zarash'ak and talked to every stranger he could to learn about the world. He knew at that time that war was bursting in central Khorvaire for Zarash'ak was full of stangers buying shards to fuel some warfare devices. He soon got truly interested by gnomes and the Library of Korranberg. It is one of his dreams to travel to the place one day. In the meantime, he learns tales of the Gatekeepers. One day in 992YK, Emerald Claw agents came to Zarash'ak and stole an important amount of dragonshards from the caravan of his father. It is on that momnt that his Mark of Finding manifested itself. He decided to pack his things and hunt the theives. A few times per day, Iedaraj casts Locate Object to locate the stolen shards and track the Claw agents. His hunt took him into the Eldeen Reaches. There, he lost track of the agents, but got hold on important information: the Order of the Emerald Claw originates from Karnnath. So he set for Karnnath. However, he never went to Karnnath. While going through Aundair, he stopped at Fairheaven and registered in the army, hoping his division would be moving against Karnnath, but it went over Thrane instead. After three years in Aundair's army, the war finally got to an end. He returned to Fairheaven to register his name as a survivor of the Last War. There, he discovered the Wayfinder Foundation. His skills and knowledge of the wilds granted him easy membership to the organization. In the two years of peace, Iedaraj travelled here and there. His road led him here and there on Khorvaire. He acquired more Knowledge and more skills. Friends and Foes. |
| Adamaro2306-29-07, 07:26 AM | This is awsome Rekko, thanks :) . The only thing i'm unsure of is the name Iedaraj. |
| Rekko06-29-07, 10:16 AM | Yeah, at the end, I didn't like the name too. It's a bit hard to write up with the keyboard, lol. As for a name, choose something that roots from the following. Sarlona settlers, Velderan clan, Shadow Marshes, orcs, House Tharashk. Also, the character could not like his name and find himself a nickname which he uses more than his actual name. So, you could stick with Iedaraj Velderan d'Tharashk, but he might simply prefer to call himself Hundrei d'Tharashk, a name that originates from the family pet crocodile ;) Iedar could be his father's name and adding "aj" after making Iedaraj might signify "Iedar junior" in Orc naming. Rekko |
| Doc Phobia07-11-07, 02:01 AM | If it's not too late ... I would argue that having him use magic would be perfectly acceptable - he does some kind of 'spell-like thing' at the end of Temple of Doom with the stones and magic makes many appearances thru the films and the books (gotta love the books!). In that respect I'd suggest some levels in Archivist. Scholarly-leaning class that is still handy in combat. Lots of knowledge stuff. :D |
| Cutlass07-11-07, 11:11 AM | I have a minor nitpick. While magic is occasionally featured in the Indiana Jones movies, it tends to be divine magic and usually something that Indy didn't have any real control over. I'm thinking of the Ark of the Covenant in the first movie and the Holy Grail in the third. I don't recall the details of the second movie that well off the top of my head, but I'm pretty sure it was a Hindu religious artefact that got triggered and was the key to the successful resolution of the adventure. So, from that perspective, it would almost make sense to give Indy a level or two of something that might give him the ability to work divine magic, or a couple of levels of artificer as has already been suggested. It should also be pointed out that even though Indy really didn't use magic in the movies that was also a function of the setting. An Indy who lived in Eberron where "usable" magic actually exists might very well have studied it to some degree. I could even see giving him several levels of bard and having perform (storytelling) be his method of generating bardic "music" effects. |
| okaynowa07-12-07, 08:36 AM | Just to put in my plug for the factotum: The inspiration points, especially the way they can boost skills, are a great mechanic for playing "how did you learn to do that?" and "lucky break" stunts. Indy ends up improvising more than half the time, and the factotum abilities can portray that sort of adaptability well. There's no reason the factotum's spellcasting has to be portrayed as spellcasting. It's a spell-like ability, yes, but all it takes is a player-DM agreement to say that the spells are really just incredible luck or "an ancient technique I read about once." Divinations, some buffs, any number of non-flashy spells can be covered up as merely dramatic turns of fortune. Creative metagaming can work to the campaign's advantage if everyone's on board. ;) But then, I'm a partisan. In any event, have fun! |
| Yakman07-12-07, 12:07 PM | Also he pretty much wears leather armor, the DM says he really wants me to play this, but i told him I would only play if I could also have the Fedora (hat). Well, if your dm could be persuaded, you could drop the leather armor and make the fedora a fedora of awesomeness +3, which would be more in line with the films. |
| Vorj07-12-07, 11:38 PM | Perhaps take the Relic Hunter Feat, and if I remember right its in RoE not sure on which page it appears though. I like this character idea. |
| Charles Phipps07-13-07, 12:25 AM | If I wanted to replicate Indiana Jones in the movies to the world of Eberron then I'd go with these partial ideas... Doctor Henry Jones, Morgrave University Professor of Archaelogy 9th Level Human Male Chaotic Good, Fighter 5/Rogue 4 Str 14 Dex 15 Con 15 Int 14 Wis 13 Chr 16 Skills: Knowledge (Xen'drick) 8, Knowledge (Relics) 8, Profession (Archaelogist) 4, Profession (Teaching) 4 Feats: Relic Hunter, Unarmed Combat, Exotic Weapon Proficiency (Whip), Leadership Doctor Henry Jones II was born the son of Doctor Henry Jones II, an allumni of Morgrave University that specialized in the study of the Chalice of the Flame that supposedly has the power to ressurect the dead and heal all wounds. Doctor Henry Jones II is a great deal different from his father, not the least of which being that his religious beliefs tends towards the Sovereign Host and his studies are not limited to Thranish relics but instead veer much more to the exotic continent of Xen'drick. Doctor Jones is not well loved by the natives there as he's not nearly the friend to local culture that he fancies himself. Doctor Jones has a belief that objects, even if they have religious significance, should be removed for the appreciation of all beings. How this makes him different from the grave robbers he loathes is questionable to some outside observers. Doctor Jones has a reputation for invincibility but anyone whose travelled with him soon realizes that while he's very capable against low ranking soldiers, he's less effective against any soldier with training. As demonstrared in his numerous run ins with the Karrnath Military (particularly those with sympathies towards the Emerald Claw). Doctor Jones has a tendency to be pummeled, beaten, and otherwise roughed up quite badly in his altercations with those whom have some talent. Usually, Doctor Jones is willing to cheat such as shoving one unfortunately skilled Wrestler's head into the back of a Artificer Device's propellers. Henry Jones has a tendency to pick up a wide variety of companions on his travels in order to compensate for his relatively modest abilities (though they are impressive by most stretches of the imagination). Some of these are of questionable usefulness like Short Round the Halfling Theif but others like Sallah the Dwarvish Archaelogist from Lhazaar are of tremendous use in the field. Doctor Jones never "leads" his followers but more often treats them as boon companions even when they are obviously incompetent. |
| yrogerg07-13-07, 12:38 AM | As for background sorta unsure, I don't want an Indy clone, I want an Indy-oriented character. So I absolutely don't want to use a whip. If not a whip, what about some other sort of gimmicky weapon? In one campaign I was in, a friend of mine created a Dwarven Extreme Explorer and Professor of "Physical Education" at Morgrave University who was heavily based on Indy in a number of ways. His primary weapons were a Merciful Rapier, and a modified Crossbow that could shoot both bolts and grappling hooks. The grappling hooks, in particular, became heavily used for various combat maneuvers such as swinging into combat by latching onto a nearby ledge. |
| Edymnion07-14-07, 05:20 PM | The inspiration points, especially the way they can boost skills, are a great mechanic for playing "how did you learn to do that?" and "lucky break" stunts. Indy ends up improvising more than half the time, and the factotum abilities can portray that sort of adaptability well.Thats what action points are for. |
| okaynowa07-14-07, 08:55 PM | Thats what action points are for.Well, sure, if you want to do it that way. |
| Symar07-15-07, 12:58 PM | Thats what action points are for. That's why I don't bother taking luck feats even on characters it'd make sense for. |