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Thread: Chuck? [3.5]
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2010-01-11, 07:34 PM (ISO 8601)
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- Feb 2009
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Chuck? [3.5]
Has anyone statted out Chuck from Chuck?
Specifically the *Spoiler* Intersect 2 version that can flash on martial arts and other stuff End of *Spoilers*
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2010-01-11, 07:36 PM (ISO 8601)
- Join Date
- Oct 2009
Re: Chuck? [3.5]
Gotta be Human Factotum, with a bunch of Flaws (Shakey, noncombatant, etc.) for loads of extra FoI, and maybe Improved Unarmed Strike. I'd also count the Intersect as a magic item or enchantment that boosts his Int a bit to allow him to qualify for more FoI than usual.
Last edited by Talbot; 2010-01-11 at 07:36 PM.
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2010-01-11, 07:38 PM (ISO 8601)
- Join Date
- Feb 2007
Re: Chuck? [3.5]
It's not a spoiler if they allude to it in every commercial.
Season 1 Chuck: 1 level of Bard or Loremaster/Anything Else X.
He's not a very distinct character. All he has going for him are the random bits of knowledge and a few ranks in craft.Avatar by Serpentine
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2010-01-11, 07:41 PM (ISO 8601)
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- Jan 2008
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2010-01-11, 07:44 PM (ISO 8601)
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- Feb 2009
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2010-01-11, 08:35 PM (ISO 8601)
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- Feb 2009
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2010-01-11, 11:16 PM (ISO 8601)
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- Jul 2009
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Re: Chuck? [3.5]
In 3.5, I'd definitely say bard, with good ranks in bluff and sense motive and some sort of enchantment that functions like an automatic scrying spell. For season 3, you'd boost dexterity, maybe drop a level in rogue or - dare I say it - monk? Then the Intersect 2.0 enchantment would provide occasional buffs to attack rolls or skills, probably based on a separate roll. It'd have to be heavily homebrewed, and I'd have no idea how to balance it properly...
Actually, it's pretty easy to stat out Intersect 1.0 Chuck using the rules from the Serenity RPG - you can combine the Reader and Traumatic Flashes traits to mimic the effect of that, and there's a ton of appropriate Complications. Dump a bunch of skill points into the different Engineering categories, and pester your GM about where extensive pop culture knowledge falls in in the Knowledge category, and you're good to go! As for 2.0, I'm not sure... I'd say start putting skill points into different categories and hoping for a lucky roll, maybe burning plot points, or whatever they're called? Haven't seen enough new episodes to know for sure.
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2010-01-11, 11:54 PM (ISO 8601)
- Join Date
- Oct 2009
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2010-01-12, 02:57 AM (ISO 8601)
- Join Date
- Aug 2006
- Location
- Utah
- Gender
Re: Chuck? [3.5]
Yeah, I just watched the 3rd season pilot, and you definitely could fluff Inspiration Points to be like his Flashes.
Though Sherlock Holmes is still a much better example of a typical Factotum's tactics ... much more cerebral.You can call me Draz.
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2010-01-12, 03:38 AM (ISO 8601)
- Join Date
- Dec 2009
- Location
- Montreal, Canada
Re: Chuck? [3.5]
definitely near epic levels but not quite yet
I would say Factotum 10/Chameleon 10
STATS
STR definitely subpar but not a total weakling, 10
DEX not that bad despite his flaws, 15
CON he gets hit on the head often and yet still lives so 15
INT definitely a nerd's nerd 18
WIS not particularly wise but still better than the morgan bunch so 11
CHA see WIS , 12
flaws: feeble,frail,inattentive, non-combatant, poor reflexes, vulnerable, weak will
1 Factotum insightful reflexes, able learner, skill focus repair, inside connections: Buy More,investigator, Jack of all trades, tutor, run, fleet-footed
2 Factotum
3 Factotum technomagical implant : intersect
4 Factotum
5 Factotum
6 Factotum Leadership
7 Factotum
8 Factotum
9 Factotumnatural leader
10 Factotum
11 Chameleon
12 Chameleon eye for talent
13 Chameleon
14 Chameleon
15 Chameleon fanatical devotion
16 Chameleon
17 Chameleon
18 Chameleon Assemble the horde
19 Chameleon
20 ChameleonLast edited by Soranar; 2010-01-12 at 04:00 AM.
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2010-01-12, 05:51 AM (ISO 8601)
- Join Date
- May 2006
- Location
- Sunnydale
Re: Chuck? [3.5]
The problem with modeling Chuck as a Factotum using inspiration points is that IPs can be used reliably. Chuck often chokes. I think I'd put Chuck as a (Human, obviously) Bard 5/Fortune's Friend 5, with a couple of flaws. Chuck has Obscure Lore, and after that every single one of Chucks feats are Luck feats.
Chuck's spells are a mix of Nerd Herd techniques and Intersect abilities: things like Mending, Message, Comprehend Languages, Identify, Blur, Heroism, and Misdirection.
Chuck has some moderate acrobatic skills, and a bunch of skill tricks. Remember, skill tricks can only be used once per encounter.