| Post/Author/DateTime | Post |
|---|---|
| Stewie01-22-07, 05:27 PM | I wanted to make a guy around 10th level that was an Indiana Jones clone. I'm curious what most people would suggest for class/feats and general skills? Also, I am trying to stick to most of the major books, nothing to crazy :P |
| stargate52501-22-07, 05:31 PM | I wanted to make a guy around 10th level that was an Indiana Jones clone. I'm curious what most people would suggest for class/feats and general skills? Also, I am trying to stick to most of the major books, nothing to crazy :P couple levels of fighter, ranger to get favored enemy (german antagonist), rogue or bard for skill points. weapon focus (whip) is also a must. |
| ressurrector01-22-07, 05:36 PM | Lasher from the 3.0 book sword and fist. It's not been updated to 3.5, but it dosen't really need it either. Just update the whip rules. It practically is the Indiana Jones PrC. |
| br1301-22-07, 05:37 PM | Don't forget the name. Hans Olo suits the guy alright. |
| Lunar_Shadow01-22-07, 05:40 PM | Get Complete Scoundrel. THere are abunch of ski tricks that are musts. Like the one where you can climb with a whip. |
| stargate52501-22-07, 05:40 PM | Don't forget the name. Hans Olo suits the guy alright. hehe... I remember that episode... |
| Krusk01-22-07, 10:43 PM | Skill trick- Whip climber. "use whip as a grappeling hook" you need this. Other than that, check some of the whips in arms and equipment. I would go for a rogue myself when making indiana. Thats about all the help ive got. |
| ZolDarklock01-23-07, 01:46 AM | Indiana Gnome - Illunsionsit 10 /Arcane Trickster 5 /Thief? /Dungeon Delver? /Temple Raider? This build would give him good crypt creeping skills, and he'll be a decent spell slinger, a high intelligence will help with this class, especially for the skill points, if you gonna go only ten levels get the thief?/delver?/raider? classes only then Give him a magical hat, whip "weapon should have some type of magical rope of climbing like ability and some type of possible fear affect when cracked, a pistol if used in your world, and knowledge (archeology) (world history), also the language ancient common "or whatever the most appropiate oldest known common tongues that existed in your world, if your DM's allows it let him be a known scholar who was trained at an early age at some university, maybe even a sage of archeology |
| mordulin01-23-07, 01:29 PM | Well, thanks to Complete Scoundrel we know he should be Lawful Good (it does make sense when you think about it), I would personally go with Ranger/Rogue levels and take the Exteme Explorer PrC from Eberron Campaign Setting if your DM allows action points/Eberron. Definately agree with the others that you need the whip skill tricks. Complete Scoundrel is a must for Herr Jones! |
| Findail01-23-07, 02:41 PM | Don't forget that he's an archaeologist. He needs the Educated feat, so that he can max-out Knowledge(History), if you don't give him levels in a class which gives Knowledge skills. |
| kelvinaw27301-23-07, 04:34 PM | One of the Raven,.oft supplements had a Tomb Explorer/Raider PrC what was quite good. I would say Ranger/Rogue would cover the basics though. |
| dunkeykong01-24-07, 10:21 PM | rouge/ extreme explorer(ECS) lots of AP to do all those death defying things he does. |
| Kevtar02-01-07, 11:55 AM | Here is my first stab at an Indiana Jones PC. This is Indy at the end of "Holy Grail." Indiana Jones (Core + Complete Warrior, Complete Scoundrel) 32 Pt. Buy Human Pal 1/Ftr 2/Mnk 2/Swa 7/Rog 8 CR 20; ECL 20 Size M HD 2d10+4 + 4d6+8 + 5d10+10 + 2d8+4 + 3d6+6 + 3d10+6 + 1d6+2 HP 146 Init +3 Spd 30 ft; AC 14, touch 14, FF 11 (No gear) BAB +17/+12/+7/+2 Grapple +23 Melee Unarmed +19/+14/+9/+4 (1d6 + 5/crit 19-20) Whip (MW) +22/+17/+12/+7 (1d3 + 5) AL LG SV Fort +17, Ref +14, Will +8 Abilities Str 14, Dex 16, Con 14, Int 16, Wis 12, Cha 11. (*Includes -1 to Str, Dex, Con & +1 Int, Wis, Cha for middle-age) Skills Appraise +10, Balance +10, Bluff +3, Climb +7, Decipher Script +11, Diplomacy +3, Disable Device +10, Disguise +3, Escape Artist +8, Gather Information +5, Handle Animal +5, Jump +10, Knowledge (Arcana) +5, Knowledge (Geography) +5, Knowledge (History) +5, Knowledge (Local) +13, Knowledge (Religion) +10, Profession (Professor) +8, Ride +10, Search +10, Sense Motive +10, Spot +5, Swim +10, Tumble +23, Use Rope +8 Weapon/Armor Proficiencies Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency, Martial Weapon Proficiency, Simple Weapon Proficiency Feats Combat Expertise, Dodge, Endurance, Exotic Weapon Proficiency, Improved Critical, Improved Disarm, Improved Grapple, Improved Trip, Improved Unarmed Strike, Leadership (Cohort: Sallah), Power Critical, Run, Weapon Finesse, Weapon Focus. Skill Tricks Acrobatic Backstab (Movement), Collector of Stories (Mental), Quick Swimmer (Movement), Twisted Charge (Movement), Wall Jumper (Movement), Whip Climber (Movement) Special Abilities Acrobatic Charge, Aura of Good, Detect Evil, Evasion, Evasion, Fast Movement, Flurry of Blows, Grace, Improved Uncanny Dodge, Insightful Strike, Monk AC Bonus, Smite Evil, Sneak Attack, Trap Sense, Trapfinding, Unarmed Strike, Uncanny Dodge. I made this based on what I saw him do in the movies and with the thought that he's not a superhero - he's an everyday guy(ish) in extraordinary circumstances. |
| Tempest Stormwind02-01-07, 12:56 PM | rouge/ extreme explorer(ECS) lots of AP to do all those death defying things he does. Seconded. The Extreme Explorer practically is Indy. Eberron was MADE with the Indiana Jones movies in mind. Combine those with the Educated feat (focusing on History and possibly Religion as well) and a few of the skill tricks and you've got him. |
| Cifer02-01-07, 03:23 PM | Here is my first stab at an Indiana Jones PC. This is Indy at the end of "Holy Grail." What's the paladin level doing in there? The holyness comes from the grail, not Indy... The monk fits if you take the abilities only and leave out the flavor - our favorite archaeologist doesn't seem to be that spiritual either. Abilities Str 14, Dex 16, Con 14, Int 16, Wis 12, Cha 11. (*Includes -1 to Str, Dex, Con & +1 Int, Wis, Cha for middle-age) I know you tried to do him with 32 points, but IMO he has way more charisma than you gave him. I made this based on what I saw him do in the movies and with the thought that he's not a superhero - he's an everyday guy(ish) in extraordinary circumstances. I disagree about that one. Indiana Jones is firmly rooted in the pulp genre - he may not be supernatural, but he's definitely better prepared for his adventures than any "normal" human would be. And yes, Eberron and the Extreme Explorer were made for him... |
| elondir02-01-07, 03:30 PM | I'd say a Rogue/Extreme Explorer/Lasher. |
| Kevtar02-01-07, 03:42 PM | What's the paladin level doing in there? The holyness comes from the grail, not Indy... I abstracted the concept of the "Smite Evil" ability and applied it to Indy's disgust for the Nazi's and other evil-doers. Watch him in a hand-to-hand battle with a Nazi (on the truck and under the plane in Raiders, on the tank in Holy Grail, and even Kali Ma in Temple. I think his ferocity in combat vs. these opponents = smiting. Also, I think Indy has great intiution - more so than a simple Sense Motive check. Thus, I abstracted the idea of Detect Magic for his uncanny ability to read people (with the notable exception of Elsa in Holy Grail) The monk fits if you take the abilities only and leave out the flavor - our favorite archaeologist doesn't seem to be that spiritual either. Precisely, the monk is simply to get Improved Unarmed Strike and Improved Grapple "for free," as well as flurry of blows if needed. I know you tried to do him with 32 points, but IMO he has way more charisma than you gave him. I agree, but I felt like I had to have some kind of a limit to his abilities, or else it would be too easy to give him 4+ 18's. If that were the case, he would seem too "superhuman" for me. disagree about that one. Indiana Jones is firmly rooted in the pulp genre - he may not be supernatural, but he's definitely better prepared for his adventures than any "normal" human would be. True he is rooted in the pulp genre, which only emphasizes the common man perspective. However, we can disagree. Also, when I say "everyday person," I'm not talking about his ability to "Be Prepared" (I mean, he WAS a Boy Scout after all!) I'm merely saying that he doesn't have superhuman strength like Conan. He doesn't have incredible Dex like Spidey. He may be tough, but he doesn't have a Con like Beast (or even Wolverine). He's very intelligent (possibly genius in the "organic intellectual" sense) not the Einsten sense. Wisdom... I dunno - he doesn't seem overly wise to me. Charismatically speaking - he's incredibly charismatic. However, I had to make decisions based on the feats I wanted him to have and the bonuses to certain skills. Although I didn't like the idea of giving him a smaller CHA score, it was a necessary sacrifice. I appreciate your comments though. And yes, Eberron and the Extreme Explorer were made for him... I've used Action Points in D&D and it was nice to have some flexibility for some heroic actions. However, I haven't played in an Eberron setting, so I can't really say anything about the Extreme Explorer. It looks like a good PrC, but at the same time, I think - in terms of Indy - it still seems to be not enough to really capture all that Indy represents to me. Of course, by saying "to me," I'm simply stating my opinion, and everyone else is entitled to theirs. Cheers! |
| ressurrector02-01-07, 04:23 PM | I'd say a Rogue/Extreme Explorer/Lasher. Seconded. |
| Cifer02-01-07, 05:41 PM | Also, I think Indy has great intiution - more so than a simple Sense Motive check. Thus, I abstracted the idea of Detect Magic for his uncanny ability to read people (with the notable exception of Elsa in Holy Grail) Does he? He may have a moderate Sense Motive, but not an outrageous one - he didn't see through Donovan, had not quite trustworthy companions when seeking the idol at the beginning of Raiders and fell for Laoche's poisoning at Temple. However, I haven't played in an Eberron setting, so I can't really say anything about the Extreme Explorer. It looks like a good PrC, but at the same time, I think - in terms of Indy - it still seems to be not enough to really capture all that Indy represents to me. I recommend looking through the setting - it contains lots of cool things. One of them is that it's the first setting where one feels the designer had an idea along the lines of "Let's pretend for a second this is a world where magic has existed from the beginning on. What would people do with it except bashing their heads in?" |
| Kevtar02-01-07, 07:28 PM | Does he? He may have a moderate Sense Motive, but not an outrageous one - he didn't see through Donovan, had not quite trustworthy companions when seeking the idol at the beginning of Raiders and fell for Laoche's poisoning at Temple. I guess you're right. Indy reads situations better than people, which could be illustrated by the "poor" WIS score in the build I put out there. Still, I can't help but think that Indy has a well-developed ability to discern good from evil, etc... maybe more in a situational context than personal, however. I will check out the Eberron setting. In fact, my group is just wrapping up there adventure and will be getting back aboard their ship in search of more adventure. Is the Eberron setting similar enough that Eberron could exist as a new continent? Or is it simply too large to be a continent? Maybe the PCs could encounter some kind of planar rift at sea (like the Bermuda Triangle) where they pull into port at Sharn or whatever its called. |
| Tempest Stormwind02-02-07, 08:19 PM | Is the Eberron setting similar enough that Eberron could exist as a new continent? Or is it simply too large to be a continent? Maybe the PCs could encounter some kind of planar rift at sea (like the Bermuda Triangle) where they pull into port at Sharn or whatever its called. Khorvaire (the main place) is a continent. However, Eberron itself is deeply rooted in the entire planet. Dragonshards from the underground or falling from the ring around the planet form a strong part of the setting, and there are twelve moons -- each associated with one of the twelve dragonmarks (birthmarks that give themed magical powers to any character; mechanically, they're feats). A key source of adventure and action would be the jungle continent to the south (Xen'drik). Furthermore, Khorvaire is advanced enough magically (well, in truth, any world is, but only Eberron's actually *applied* itself) to have elemental galleons and even rudimentary airships. It's unlikely that it's remained undiscovered for so long as a result. To give you an example, people have likened Sharn to New York. It's a *big* place and *WILL* have an impact on your players. The planar rift, however, would work, as would spelljamming. I'd suggest making the trip a one-time thing, meaning they have to work in Eberron to figure out a way to return to their world. If you develop a reliable gate between the two worlds, then Eberron's intelligent-use-of-existing-magic economy will probably have an impact on your own world. A DRAMATIC impact, one which you might dislike if you set your world in a more "traditional" fantasy setting (i.e. one where they don't use their magic like we would if we had it). |