D&D 5E Mythological Figures: Allan Quatermain

Indiana Jones won’t ever appear in the Mythological Figures column because he’s not in the public domain. The character that inspired him is however, so allow us to introduce to you Allan Quatermain!

Indiana Jones won’t ever appear in the Mythological Figures column because he’s not in the public domain. The character that inspired him is however, so allow us to introduce to you Allan Quatermain!

Alan Quartermain DnD 5e banner.jpg


Allan Quartermain is a colonial gentleman, treasure seeker, and explorer of Africa. There’s something like a score of books about this guy but chances are good that if you’ve ever heard the name at all, it was in the League of Extraordinary Gentlemen. The real takeaway is that he’s the 19th century’s version of Indiana Jones. Plundering tombs, getting involved in tribal skirmishes, saving white women from danger—you get the idea.

British users of EN World, I call upon you! Tell us more about Allan Quatermain! I’m sure you’re collectively much more familiar with him and his stories, and thus will do a better (and more accurate job) than any attempt I might muster. CORRECT ME! :D

Design Notes: Gentleman wilderness adventurer? I can do that! My strongest impression of this character (and I have seen more than one iteration—sup Swayze fans?) is when Sean Connery played him and I suspect most people checking out this article know that version so we’re generally aiming at that. Allan’s proverbial hat is hung on the sharpshooter fighter archetype, sprinkled with a little ranger to make him competent out in the wild and great at going after beasts, and then complemented with some feats to make him more survivable (upping his ability scores) and supplement that killer shooting accuracy.

With all that said: let’s do the numbers. Because of his Sharpshooter feat there are several ways this can play out—either with or without that damage boost. Note that statistically here the tradeoff is weighted negatively. The DMG rubric comes out to either a 9.75 for accuracy (8ac+3hp+21atk+7dam=39/4) or a clean 7 for damage (8ac+3hp+5atk+12dam=28/4), then the Blog of Holding at either a flat 10 for accuracy (9ac+6hp+14atk+9dam+12save=50/5) or for damage a 9.2 (9ac+6hp+4atk+15dam+12save=46/5). Averaging the higher scores brings it in as a high 9 while all four together are juuuuuuuust on the cusp (8.9875), so for Allan’s challenge rating we’re going with a 9.

Allan Quatermain
Medium humanoid (human), lawful good fighter (archer) 12/ranger 1
Armor Class 16 (studded leather)
Hit Points 96 (12d10+1d8+26)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)​
18 (+4)​
14 (+2)​
12 (+1)​
14 (+2)​
13 (+1)​
Saving Throws Str +7, Dex +9, Con +7
Skills Animal Handling +7, Athletics +7, Perception +7, Survival +7
Senses passive Perception 17
Languages English
Challenge 9 (5,000 XP)

Background: Wilderness Trained. Allan never forgets the geographic arrangement of terrain, settlements, and areas of wilderness. In addition, he can forage fresh water and food each day for as many as 6 people as long as the environment nearby can support it.

Action Surge (1/Short Rest). On his turn, Allan can take an additional action on top of his regular action and a possible bonus action.

Attentive Gaze. Allan can use a bonus action to take the Search action.

Excellent Aim (3/Short Rest). Allan can spend a bonus action to aim a wielded ranged weapon at a target within its range. Until the end of his turn, ranged attacks that Allan makes against the target deal an extra 5 damage.

Favored Enemy. Allan has advantage on Wisdom (Survival) checks to track beasts, as well as on Intelligence checks to recall information about them.

Feat: Resistant. Allan has proficiency with Dexterity saving throws (included above).

Feat: Superb Aim. Allan ignores half cover and three-quarters cover when making a ranged weapon attack, and he doesn’t have disadvantage when attacking at long range. When Allan makes his first ranged weapon attack in a turn, he can choose to take a –5 penalty to his ranged weapon attack rolls in exchange for a +10 bonus to ranged weapon damage.

Indomitable (1/Long Rest). Allan can reroll a saving throw that he fails but must use the new roll.

Marksman Combatant. Allan doesn’t have disadvantage from making ranged weapon attack rolls against targets within 5 feet of him. In addition, whenever he makes a ranged weapon attack against a creature on his turn, that creature is unable to take reactions until the end of his turn.

Natural Explorer: Grassland. When Allan makes an Intelligence or Wisdom check related to the grassland, his proficiency bonus (+5) is doubled if he is using a skill that he’s proficient in. While traveling for an hour or more in his favored terrain, Allan gains the following benefits:
  • Difficult terrain doesn’t slow his group’s travel.
  • Allan’s group can’t become lost except by magical means.
  • Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), Allan remains alert to danger.
  • If Allan is traveling alone, he can move stealthily at a normal pace.
  • When he forages, Allan finds twice as much food as he normally would.
While tracking other creatures, Allan also learns their exact number, their sizes, and how long ago they passed through the area.

Second Wind (1/Short Rest). On his turn, Allan can use a bonus action to regain 1d10+12 hit points.


ACTIONS
Extra Attack. Allan attacks three times when he takes the Attack action.

Cutlass. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.

Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.

Revolver. Ranged Weapon Attack: +11 to hit, range 40/120 ft., one target. Hit: 13 (2d8+4) piercing damage.

Hunting Rifle. Ranged Weapon Attack: +11 to hit, range 80/240 ft., one target. Hit: 15 (2d10+4) piercing damage.
 

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Mike Myler

Mike Myler

Mike Myler

Have you been to LevelUp5E.com yet?
So, in other words, he was an "ideal," or paragon? I have no problem with that. He's an interesting character.

My point remains...

In the build displayed above, he does not possess a single knowledge or social skill.

That needs work, eh?

- Dr. Bull
In the build above he's 10% more likely to know anything and 15% more likable than the average person. If you really feel that this dude who spends a bunch of time hunting beasts in the wilds of Africa needs one of those skills, swap out Animal Handling, or drop 2 points out of Constitution to get him a feat (though that might alter his CR).


Its a great build as always, but I didn't see anything about his opium addiction, as shown in the The League of Extraordinary Gentlemen comicbook series. Can you modify the D&D rules to include that fact? By the way, when will we see Agent Tom Sawyer write up? Just wondering...

View attachment 118864

Too kind! We will not see a Tom Sawyer write-up, no. I've got one weird creature to post for Monday, and then things are getting a little bit...Shakespearean for a while.

As for opium, I'll do you one better.

First: stats for the drug:
1582913739515.png


Then a dragon for the drug ^__^
1582913811755.png


Dunno about going full on vampire hunter for Abe, but I can probably do a traditionalist Van Hellsing.
 

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Zardnaar

Legend
Lived the 80s movies as a kid, still remember the big cooking poy rolling down the hill.

King Solomon's Mines was one, can't remember the other one.
 




I've seen just about every version of King Solomon's Mines (including the 1937 version), and all of them are annoying in one way... they all leave out the most interesting part of the novel: the civil war in the native kingdom. Really, how do you adopt a novel to a movie and leave out the most interesting part? The 1937 version touched on it (barely), but the rest avoided it completely. Also, the movies all thought it important to throw in some love interest for Quatermain, something that was completely absent from the books, and leave out the attraction between Good and a native girl (something rather daring for a late 19th Century novel). While I'm not a stickler for 'keep close to the source material' when it comes to movies, I'd like to see a better effort in a KSM movie...
 


Zardnaar

Legend
I've seen just about every version of King Solomon's Mines (including the 1937 version), and all of them are annoying in one way... they all leave out the most interesting part of the novel: the civil war in the native kingdom. Really, how do you adopt a novel to a movie and leave out the most interesting part? The 1937 version touched on it (barely), but the rest avoided it completely. Also, the movies all thought it important to throw in some love interest for Quatermain, something that was completely absent from the books, and leave out the attraction between Good and a native girl (something rather daring for a late 19th Century novel). While I'm not a stickler for 'keep close to the source material' when it comes to movies, I'd like to see a better effort in a KSM movie...

American movies often add a love sub plot.
 


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