Daniel Runge
First Post
So I just finished watching the Indiana Jones movies, and thought about how to make a character as Indiana in pathfinder, and I've hit a wall and need some help on overcoming it.
I started by breaking down the concept:
Hero: He's much better at pretty much everything than everyone else (This poses a slight problem as there is no way we can be as versatile as Indiana unless we get a ton of feats)
Weapons: His weapon of choice is a gun, and if not possible he fights with his fists. He also wields a whip, but it is mostly used for the versatility it offers - Grabbing things, swinging from chandeliers and what not.
Professor: He is very well-read. In particular his knowledge of languages, local customs, legends, and death-traps are extensive.
Daredevil: He acts very brashly, and most of his smart decisions are based on the weight of his experience rather than his intuition.
Forceful: Difficult to put down in terms, but people either love him, or hate that they do. Even his flirts are more "manly" contra "genltemanly",
I don't think I missed anything major, if so, please point it out
In summary: He has a tough disposition rather than limber, he is a brash and forceful well-read man, capable of wielding either brawn or brain when the situation calls for either (versatile). He carries a gun and a whip which he uses at leisure.
Translation to game terms: Charisma and Intelligence is higher than Wisdom. Strength and Constitution is higher than Dexterity. Trap finding, high skill points (lots of skills), ways to use a revolver and a whip in combat; Whip and firearms proficiency.
So my first idea:
Gunslinger (Mysterious Stranger) 1 (at second level)
Bard (Archaeologist)
Statistics: Str 15, Dex 12, Con 12, Int 13, Wis 7, Cha 18
Mysterious stranger gives us a way to benefit from Cha in Grit and the deed "Focused Aim". Archaeologist gives us Bardic Knowledge, Trap Finding, Uncanny Dodge, and spell-casting, fitting the concept perfectly (spell-casting gives a great amount of versatility).
This is where I hit a wall though. What feats?
The tactic is several-fold, and split into 3 fighting paths:
#1 Using the Whip (Maneuvers - trip, disarm, rope swing and the like)
#2 Using the Revolver (For killing things that can't be controlled)
#3 Alternate options - Such as casting spells, intimidate, or similar
Obviously I need a few feats for the revolver, a few feats for the whip, and probably a few feats for the alternate options, and my initial take was something like this:
1 Combat Expertise
1b Improved Trip
3 Weapon Focus (Whip)
5 Whip Mastery
7 Improved Whip Mastery
My problems:
#1 Combat viability. From level 5 onwards, I feel like the effectivity of the build is extremely questionable, and the Whip Mastery feats feels wasted when the only reason I took them was to get the grabbing from the Improved version, as I never intended to use the whip for damage in the first place.
#2 I also want even more feats... I want a few feats for the revolver (to keep it relevant), a few feats for something like intimidate (like dazzling display). Examples:
Fearless Curiosity into Dauntless Destiny; Intimidating Prowess; Lingering Performance; Extra Performance; Point-Blank Shot + other relevant revolver feats (no clue which are good for this kind of character). The levels of relevance is from 2 to about 16
My questions:
#1 Are there any feats or similar for using whips in really cool ways? 3.x and PF both
#2 How many ranged feats do you need at minimum for ranged combat to stay relevant? And is it possible with this kind of build?
#3 Would it potentially be worth it to go Dark Delver + Trench Fighter instead of a lot of Archaeologist levels?
Thanks in advance
Runge
I started by breaking down the concept:
Hero: He's much better at pretty much everything than everyone else (This poses a slight problem as there is no way we can be as versatile as Indiana unless we get a ton of feats)
Weapons: His weapon of choice is a gun, and if not possible he fights with his fists. He also wields a whip, but it is mostly used for the versatility it offers - Grabbing things, swinging from chandeliers and what not.
Professor: He is very well-read. In particular his knowledge of languages, local customs, legends, and death-traps are extensive.
Daredevil: He acts very brashly, and most of his smart decisions are based on the weight of his experience rather than his intuition.
Forceful: Difficult to put down in terms, but people either love him, or hate that they do. Even his flirts are more "manly" contra "genltemanly",
I don't think I missed anything major, if so, please point it out
In summary: He has a tough disposition rather than limber, he is a brash and forceful well-read man, capable of wielding either brawn or brain when the situation calls for either (versatile). He carries a gun and a whip which he uses at leisure.
Translation to game terms: Charisma and Intelligence is higher than Wisdom. Strength and Constitution is higher than Dexterity. Trap finding, high skill points (lots of skills), ways to use a revolver and a whip in combat; Whip and firearms proficiency.
So my first idea:
Gunslinger (Mysterious Stranger) 1 (at second level)
Bard (Archaeologist)
Statistics: Str 15, Dex 12, Con 12, Int 13, Wis 7, Cha 18
Mysterious stranger gives us a way to benefit from Cha in Grit and the deed "Focused Aim". Archaeologist gives us Bardic Knowledge, Trap Finding, Uncanny Dodge, and spell-casting, fitting the concept perfectly (spell-casting gives a great amount of versatility).
This is where I hit a wall though. What feats?
The tactic is several-fold, and split into 3 fighting paths:
#1 Using the Whip (Maneuvers - trip, disarm, rope swing and the like)
#2 Using the Revolver (For killing things that can't be controlled)
#3 Alternate options - Such as casting spells, intimidate, or similar
Obviously I need a few feats for the revolver, a few feats for the whip, and probably a few feats for the alternate options, and my initial take was something like this:
1 Combat Expertise
1b Improved Trip
3 Weapon Focus (Whip)
5 Whip Mastery
7 Improved Whip Mastery
My problems:
#1 Combat viability. From level 5 onwards, I feel like the effectivity of the build is extremely questionable, and the Whip Mastery feats feels wasted when the only reason I took them was to get the grabbing from the Improved version, as I never intended to use the whip for damage in the first place.
#2 I also want even more feats... I want a few feats for the revolver (to keep it relevant), a few feats for something like intimidate (like dazzling display). Examples:
Fearless Curiosity into Dauntless Destiny; Intimidating Prowess; Lingering Performance; Extra Performance; Point-Blank Shot + other relevant revolver feats (no clue which are good for this kind of character). The levels of relevance is from 2 to about 16
My questions:
#1 Are there any feats or similar for using whips in really cool ways? 3.x and PF both
#2 How many ranged feats do you need at minimum for ranged combat to stay relevant? And is it possible with this kind of build?
#3 Would it potentially be worth it to go Dark Delver + Trench Fighter instead of a lot of Archaeologist levels?
Thanks in advance
Runge
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