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D&D 5e Indiana Jones
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<blockquote data-quote="Eltab" data-source="post: 7228642" data-attributes="member: 6803337"><p>Indiana Jones is best built as a Rogue, maybe with a level of Ranger for the Favored Terrain (Jungle) feature. </p><p>He needs something like Tavern Brawler so he can get into a fistfight and throw more than d4s around. Of course declare KOs rather than deaths when you knock your opponents to 0 HP.</p><p>His player is going to have to be resourceful and clever; Indiana beat the enspelled guard in <em>Temple of Doom</em> by drawing him into the rock crusher (by accident), not by punching him unconscious.</p><p>You may also want to think about enough Fighter levels to get Second Wind; how long was that chase-and-fight with the Ark on the two-and-a-half-ton truck?</p><p>As mentioned above, pistol (hand crossbow?) and whip for weapons. But he can use almost anything that appears on-scene even if he's not trained or proficient with it.</p><p></p><p>I don't think Dr. Jones Sr. can be built as a <strong>playable</strong> character, because all his trained skills will be in History and Arcana and such. ("I suddenly remembered my Charlemagne: 'The beasts of the field and the birds of the air shall be my allies'.") Maybe start with a Wizard build - or a Sorcerer for an unexpected twist.</p><p>He would make an endearing NPC guide or specialist who is kidnapped into the adventure and needs to be protected so he can help the PCs achieve their goal. He knows all the subtle facts that help you avoid traps: "But in Latin, 'Jehovah' is spelled with an 'I'." </p><p>He is markedly gullible to the villains' tricks - "...two ships passing in the night..." - and efforts to take advantage of him. </p><p>He is absent-minded but can 'suck it up', so he always suffers a surprise round. </p><p>He will also provide some comic relief: after shooting big holes in the tail of his own airplane he says "I'm sorry, son - they got us."</p></blockquote><p></p>
[QUOTE="Eltab, post: 7228642, member: 6803337"] Indiana Jones is best built as a Rogue, maybe with a level of Ranger for the Favored Terrain (Jungle) feature. He needs something like Tavern Brawler so he can get into a fistfight and throw more than d4s around. Of course declare KOs rather than deaths when you knock your opponents to 0 HP. His player is going to have to be resourceful and clever; Indiana beat the enspelled guard in [I]Temple of Doom[/I] by drawing him into the rock crusher (by accident), not by punching him unconscious. You may also want to think about enough Fighter levels to get Second Wind; how long was that chase-and-fight with the Ark on the two-and-a-half-ton truck? As mentioned above, pistol (hand crossbow?) and whip for weapons. But he can use almost anything that appears on-scene even if he's not trained or proficient with it. I don't think Dr. Jones Sr. can be built as a [B]playable[/B] character, because all his trained skills will be in History and Arcana and such. ("I suddenly remembered my Charlemagne: 'The beasts of the field and the birds of the air shall be my allies'.") Maybe start with a Wizard build - or a Sorcerer for an unexpected twist. He would make an endearing NPC guide or specialist who is kidnapped into the adventure and needs to be protected so he can help the PCs achieve their goal. He knows all the subtle facts that help you avoid traps: "But in Latin, 'Jehovah' is spelled with an 'I'." He is markedly gullible to the villains' tricks - "...two ships passing in the night..." - and efforts to take advantage of him. He is absent-minded but can 'suck it up', so he always suffers a surprise round. He will also provide some comic relief: after shooting big holes in the tail of his own airplane he says "I'm sorry, son - they got us." [/QUOTE]
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