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View Full Version : PFS legal Indiana Jones build. How would you make him?



Blackdragon8577
2013-10-21, 01:54 PM
I am thinking a Rakshasa-Spawn Tiefling Archaeologist (of course) Bard. Taking the prehensile tail racial trait. He would be a NG follower of Sinashakti.

Languages:
Polyglot
Infernal

The stat spread would be:

Strength 14
Dexterity 17
Constitution 10
Intelligence 13
Wisdom 8
Charisma 16

Skills ranks 8 - Level 1 ranks:

Acrobatics
Bluff
Climb
Diplomacy
Knowledges - Dungeoneering and Local (spreading ranks in everything but engineering and nobility eventually)
Sense Motive
Stealth

And then, of course, he would start to pick up other relevant skills as the levels progress.

Weapons would be scorpion whip, whip, shortbow (no guns), rapier (or longsword, not sure yet)

Armor would be Lamellar Armor (+4 AC, +3 dex mod, -2 armor check), and a heavy wooden shield (+2 AC, -2 Armor Check)

Traits:

Explorer - +1 to survival and class skill
Maestro of the Society - +3 rounds of Bardic performance

Feat: Lingering Performance

I am not really sure where to go after level one though. Is there anything else I can do to make this better and/or more in line with Indy?

How would you build him?

Squirrel_Dude
2013-10-21, 02:00 PM
If it's Indiana Jones, shouldn't he be a human?

Spore
2013-10-21, 02:09 PM
I would go for some sort of combat maneuver with the whip. Idk the scorpion whip but if it gives a bonus on disarm/trip maneuvers, go for it. In true Indie style disarm the nasty storm trooper enemies and send them to their death via falling.

Blackdragon8577
2013-10-21, 02:28 PM
If it's Indiana Jones, shouldn't he be a human?

I would think that since in his universe there are only humans then he would not necessarily be human when translated into a system like Pathfinder.

I think the description of the Rakshasa-spawn tiefling is much more fitting with their penchant for adventure and higher charisma and dex while having a lower will much like Indy does.

Also, are you trying to suggest that Indy is not "devilishly" handsome? :smallcool:

Blackdragon8577
2013-10-21, 02:50 PM
I would go for some sort of combat maneuver with the whip. Idk the scorpion whip but if it gives a bonus on disarm/trip maneuvers, go for it. In true Indie style disarm the nasty storm trooper enemies and send them to their death via falling.

Do you have any specific suggestions for that?

Looking over the Bard Archaeologist archetype, it seems the build is a little too feat starved to really make that work.

Would a dip into fighter or ranger be worth it to make that up and to fill out the BAB a little better?

Would fighter or ranger be in line with the Indy spirit?

Spore
2013-10-21, 02:53 PM
Oh, you wanted to have comparable power. I thought you wanted to stay as close to the original as possible. Weapon Master 3 or 5 would be great eventually.

Callin
2013-10-21, 03:04 PM
A Gunslinger/Monk

13ish Str
16ish Dex
14ish Con
16ish Int
16ish Wis
18ish Cha

Psyren
2013-10-21, 03:09 PM
Indy needs Greater Whip Mastery and definitely the Prehensile Whip trait.

I would also consider trading the spellcasting away using the SGG Archetype Packages - exchanging it for fighter bonus feats for instance (which, naturally, will get you the whip stuff you need.)

Zonugal
2013-10-21, 11:55 PM
I don't know if this is PFS legal but I just put this together.


“Fortune and glory, kid. Fortune and glory.”

Indyalio Jonze II
Male Medium-Aged Human Archeologist 6
CG Medium humanoid (human)
Init +3; Senses Perception +13
Defense
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 51 (6d8+18)
Fort +4, Ref +8, Will +5
Defensive Abilities
Uncanny Dodge, Trap Sense (+2), Evasion
Offense
Speed 30 ft.
Melee +5 (1d3+1/x2; bludgeoning; unarmed strike) or +5 (1d3+1/x2; slashing; whip)
Ranged +7 (1d8/x4; 20 ft. bludgeoning/piercing; pistol)
Bard Spells Known (CL 6th; concentration +7)
2nd (3/day) – Cure Moderate Wounds, Detect Thoughts, Heroism & Invisibility.
1st (5/day) – Charm Person, Comprehend Languages, Cure Light Wounds & Silent Image.
0th (At Will) – Detect Magic, Mage Hand, Open/Close, Prestidigitation, Read Magic & Sift.
Statistics
Str 12, Dex 16, Con 14, Int 17, Wis 11, Cha 12
Base Atk +4; CMB +5; CMD 18
Feats Improved Unarmed Strike [1st], Scribe Scroll [Human], Exotic Weapon Proficiency (Firearms) [3rd], Quick Draw [5th]
Skills Acrobatics +12 (6 ranks +3 dex +3 bonus), Appraise +9 (3 ranks +3 int +3 bonus), Climb +5 (1 rank +1 str +3 bonus), Diplomacy +7 (3 ranks +1 cha +3 bonus), Disable Device +15 (6 ranks +3 int +3 bonus +3 clever explorer), Knowledge (Arcana) +15 (6 ranks +3 int +3 bonus +3 bardic knowledge), Knowledge (Dungeoneering) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Engineering) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Geography) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (History) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Nature) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Nobility) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Local) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Planes) +10 (1 rank +3 int +3 bonus +3 bardic knowledge), Knowledge (Religion) +15 (6 ranks +3 int +3 bonus +3 bardic knowledge), Linguistics +8 (2 ranks +3 int +3 bonus), Perception +13 (6 ranks +0 wis +3 bonus +3 clever explorer +1 trait bonus), Perform (Oratory) +5 (1 rank +1 cha +3 bonus), Spellcraft +10 (4 ranks +3 int +3 bonus), Stealth +12 (6 ranks +3 dex +3 bonus), & Survival +6 (2 ranks +0 wis +3 bonus +1 trait bonus)
Languages Common, Draconic, Dwarven, Elven, Giant & Undercommon
SQ Archeologist’s Luck (+2; 5 rounds/day), Bardic Knowledge (+3), Clever Explorer, Rogue Talent (Trap Spotter), Lore Master (1/day may take 20),
Traits: Prehensile Whip & Veteran Jungle Guide (Survival)

Traits
Prehensile Whip: You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.
Veteran Jungle Guide: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you.

Spells
0-level
Detect Magic: Detects spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Sift: See area as though examining it.
1st-level
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Silent Image: Creates minor illusion of your design.
2nd-level
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Detect Thoughts: Allows “listening” to surface thoughts.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Invisibility: Subject is invisible for 1 min./level or until it attacks.