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Clebsch Gordan's page

94 posts. Organized Play character for Clebsch73.


Race

| Shield: 8/20 hp | ◆ ◇ ↺

Gender

Male Human Fighter 2 (he/him) Perc +7 AC 20/22 Fort +8, Ref +8, Will +5 HP 32/32 | Hero Points: 1 | Active items:

About Clebsch Gordan

Preface:
I started playing Dungeons and Dragons when it was in 1st edition, back in the 1970s. The first character that survived all adventures until he was retired was Clebsch Gordan, a fighter who got to 6th level. The GM for those games was legendary D&D contributor Jeff Grubb. I am recreating the character in Pathfinder 2E with a sense of nostalgia and an appreciation for how much the FRP games have advanced since the early days. The name was inspired by a set of physics concepts called the Clebsch Gordan Coefficients used in quantum mechanics.

# 105836-2001
Name Clebsch Gordan
Male (he/him)
Ancestry/Heritage/Ethnicity Human Ulfen
Background Animal Whisperer
Class Fighter 2
Size Medium
Alignment NG
Perception +7
HP 32
Speed 20 feet

Proficiencies
Trained Will, Advanced Weapons, all armor, unarmed defense, Fighter Class DC
Expert Perception, Fortitude, Reflex, Simple weapons, Martial weapons, Unarmed Attacks

Skills [Bold = Trained]
Acrobatics +2
Arcana +0
Athletics +7
Crafting +0
Deception +1
Diplomacy +1
Intimidation +5
Lore (Plains) +4
medicine +1
Nature +5 (Can be used to treat wounds)
Occultism +0
Performance +1
Religion +1
Society +4
Stealth +2
Survival +5
Thievery +2

Skill Dicebots:

[dice=Acrobatics]1d20 + 2[/dice]
[dice=Arcana]1d20[/dice]
[dice=Athletics]1d20 + 7[/dice]
[dice=Crafting]1d20[/dice]
[dice=Deception]1d20 + 1[/dice]
[dice=Diplomacy]1d20 + 1[/dice]
[dice=Intimidation]1d20 + 5[/dice]
[dice=Lore (plains)]1d20 + 4[/dice]
[dice=Medicine]1d20 + 1[/dice]
[dice=Nature]1d20 + 4[/dice]
[dice=Occultism]1d20[/dice]
[dice=Perception]1d20 + 7[/dice]
[dice=Performance]1d20 + 1[/dice]
[dice=Religion]1d20 + 1[/dice]
[dice=Society]1d20 + 4[/dice]
[dice=Stealth]1d20 + 2[/dice]
[dice=Survival]1d20 + 5[/dice]
[dice=Thievery]1d20 + 2[/dice]

Languages Common, Ulfen

Str +3, Dex +2, Con +2, Int +0, Wis +1, Cha +1
Items Half Plate, Steel Shield (AC +2 Hardness 5 HP 20/10), Falcata, Pick, Chain Sword, Sling, Sling bullets (10), Backpack, Explorer's clothing, Harmonica, shield sconce, Repeating Hand Crossbow, 10 bolts (2 magazines), 3 Minor Elixir's of Life, Adventurer's Pack (a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.).
The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.
Cash: 26.87
PFS Provision: minor healing potion
Bulk worn: Half Plate 3, Steel shield 1, Longsword 1, Pick 1, Chain Sword 1, Adventurer's Pack 0, Explorer's Clothing L, 10 sling bullets L, Repeating Hand Crossbow L, 10 bolts L, 3 Minor Elixir of Life 3L.
Total: 7.7
Max Bulk: 8
Owned but not carried: Longspear, Breastplate, Shortsword

Gear:

Half Plate
Item 1
Source Player Core pg. 273 2.0
Price 18 gp; AC Bonus +5; Dex Cap +1; Check Penalty -3; Speed Penalty -10 ft.
Strength +3; Bulk 3;
Category Heavy; Group Plate
Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor and a pair of gauntlets.

Steel Shield
Source Player Core pg. 274 2.0
Price 2 gp; AC Bonus +2; Speed Penalty —
Bulk 1; Hardness 5; HP (BT) 20 (10)
Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.

Shield Sconce
Trait Uncommon
Source PFS Guide pg. 115
Price 1 sp
Bulk —
Access Member of the Pathfinder Society.
This carefully balanced metal bracket can be attached to the front or top of a shield or tower shield (but not a buckler), allowing you to carry a torch without giving up your shield or holding it in your other hand. While carrying a torch in this way, you must attempt a DC 11 flat check every time you use the Shield Block reaction; on a failure, the torch is extinguished.

Longsword
Trait Versatile P
Source Player Core pg. 278 2.0
Price 1 gp; Damage 1d8 S; Bulk 1 Hands 1
Type Melee; Category Martial; Group Sword
Longswords can be one-edged or two-edged swords. Their blades are heavy and they're between 3 and 4 feet in length.

Shortsword
Trait Agile, Finesse, Versatile S
Source Player Core pg. 278 2.0
Price 9 sp; Damage 1d6 P; Bulk L Hands 1
Type Melee; Category Martial; Group Sword
These blades come in a variety of shapes and styles, but they are typically 2 feet long.

Sling
Trait Propulsive (You add half your Strength modifier to damage rolls [+1])
Source Player Core pg. 280 2.0
Price 0; Damage 1d6 B; Bulk L Hands 1; Range 50 ft.; Reload 1
Type Ranged; Category Simple; Group Sling
Ammunition Sling Bullets
Little more than a leather cup attached to a pair of straps, a sling can be used to fling smooth stones or sling bullets at a range.

Gauntlet
Traits Agile, Free-Hand
Source Player Core pg. 277 2.0
Price 2 sp; Damage 1d4 B; Bulk L Hands 1
Type Melee; Category Simple; Group Brawling
A pair of these metal gloves comes with full plate, half plate, and splint armor; they can also be purchased separately and worn with other types of armor. They not only protect your hands but also transform your hands into lethal weapons.

Chain Sword
Traits Uncommon, Finesse, Reach, Sweep (+1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.)
Source Treasure Vault pg. 26 2.0
Price 6 gp; Damage 1d6 S; Bulk 1 Hands 1
Type Melee; Category Advanced; Group Sword
This weapon has a hilt like a longsword attached to several bladed segments connected by chain links. A highly technical weapon, the chain sword is valued by duelists and experienced soldiers alike in the nations of Nirmathas and Molthune.

Pick
Traits Fatal 1d10
Source Player Core pg. 278 2.0
Price 7 sp; Damage 1d6 P; Bulk 1
Hands 1
Type Melee; Category Martial; Group Pick
A pick designed solely for combat has a sturdy wooden shaft and a heavy, pointed head to deliver devastating blows.

Repeating Hand Crossbow
Traits Uncommon, Repeating
Source Guns & Gears pg. 64 2.0
Price 10 gp; Damage 1d6 P; Bulk L
Hands 1; Range 60 ft.; Reload 0 (reload a new magazine is 3 interact actions)
Type Ranged; Category Advanced; Group Crossbow
This handheld crossbow features an ingeniously designed catch mechanism at the top of the flight groove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each time the weapon is fired. A typical repeating hand crossbow magazine holds five bolts.

Elixir of Life (Minor)
Item 1
Source Player Core 2 pg. 288 1.1
Price 3 gp Bulk L
Elixirs of life accelerate a living creature's natural healing processes and immune system. Upon drinking this elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes. The minor elixir restores 1d6 Hit Points, and the bonus is +1.

Bolts
Source Player Core pg. 280 2.0
Price 1 sp (price for 10); Bulk L
Type Ranged; Category Ammunition; Group Bow
Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.

Sling Bullets
Source Player Core pg. 280 2.0
Price 1 cp (price for 10); Bulk L
Type Ranged; Category Ammunition; Group Sling
These are small metal balls, typically either iron or lead, designed to be used as ammunition in slings.

Adventurer's Pack
Source Player Core pg. 287 2.0
Price 1 gp, 5 sp Bulk 1
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary.
Backpack: A backpack holds up to 4 Bulk of items, and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.

-----------------------------------------------------
AC 20 (22 with shield raised); Fort +8, Ref +8, Will +5
Shield: 20/20 hp
HP 32

Save Dicebots:

[dice=Fortitude]1d20 + 8[/dice]
[dice=Reflex]1d20 + 8[/dice]
[dice=Will]1d20 + 5[/dice]

-----------------------------------------------------

Melee Longsword +9 (1d8 + 3 S Versatile P)
Chain Sword +7 (1d6 + 3 S, Finesse, Reach, Sweep)
+1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
Pick +9 (Damage 1d6 + 3 S, Fatal d10)
Unarmed (with gauntlets) +9 (Agile, Finesse, unarmed) 1d4 + 3 B
Ranged
Sling +8 (propulsive, range 50 ft. reload 1) 1d6 + 1 B, Repeating Hand Crossbow +6 (1d6 P, repeating,
Range 60 ft.)
Repeating Hand Crossbow +6 (1d6 P, Range 60 ft)

Combat Dicebots:

[dice=Longsword]1d20 + 9[/dice]
[dice=Damage, S]1d8 + 3[/dice]
[dice=Longsword, 2nd strike]1d20 + 9 - 5[/dice]
[dice=Chain Sword]1d20 + 7[/dice]
[dice=Damage S]1d6 + 3[/dice]
[dice=Pick]1d20 + 9[/dice]
[dice=Damage, P]1d6 + 3[/dice]
[dice=Crit Damage, P]1d10[/dice] x2 + [dice]1d10[/dice]
[dice=Shortsword, 2nd attack]1d20 + 9 - 4[/dice]
[dice=Longspear]1d20 + 9[/dice]
[dice=Damage, P]1d8 + 3[/dice]
[dice=Unarmed]1d20 + 9[/dice]
[dice=Damage, B]1d4 + 3[/dice]
[dice=sling]1d20 + 8[/dice]
[dice=Damage, B]1d6 + 1[/dice] (range 50 ft)
[dice=Repeating Hand Crossbow]1d20 + 6[/dice]
[dice=Damage, P]1d6[/dice] (range 60 ft)

Reactions
Reactive Strike [reaction]
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Shield Block
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
If using a torch in the shield sconce, make a DC 11 flat check every time you use the Shield Block reaction; on a failure, the torch is extinguished.

Reactive Shield
Trigger An enemy hits you with a melee Strike.
Requirements You are wielding a shield.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.

Common Actions
Raise a Shild
Requirements You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.

Vicious Swing ◆◆
Traits Fighter, Flourish (Can use only once per round)
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty (on next strike in same round). If this Strike hits, you deal an extra die of weapon damage.

Exacting Strike
Traits Fighter, Press (Only on follow-up to another attack with MAP in play)
You make a controlled follow-up attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.
Failure This attack does not count toward your multiple attack penalty.

Treat Wounds (Can use Nature Skill instead of Medicine)
Traits Exploration, Healing, Manipulate
Requirements You're wearing or holding a healer's toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).
The Medicine Nature check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds.

Ancestry (human) Natural Ambition (Reactive Shield), Human General Feat (Ride),
Background Animal Whisperer (Train Animal)
Class Feats Vicious Swing, Shield Block, Reactive Shield, Exacting Strike
Skill Feats Train Animal, Natural Medicine
General Feats Ride
Class features Reactive Strike

Other Class and background abilities or feats:

Train Animal
Traits Downtime, General, Manipulate, Skill
Prerequisites trained in Nature
You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking.

Natural Medicine
Feat 1
Traits General, Skill
Source Player Core pg. 258 2.0
Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.
If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Ride When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.

Background:

Clebsch Gordan grew up on a horse ranch in the Caprenden Plains of NE Andoran. His father raised him in the traditions of the nation to value freedom and independence but also responsibility to defend others rights and dignity. When Clebsch came of age, he enlisted to train as a citizen-soldier. He has recently served his initial term and is free to pursue his own calling. While he eventually wants to settle back on his family's ranch to raise horses, he decided to join the Pathfinders to see the larger world and see what life is like beyond the peaceful agrarian world of his youth.

Clebsch keeps to the simple ethos of Erastil, valuing hard work, family, and social solidarity. He is wary of Lawful types who insist on strict rules that all might follow, preferring to let people work out their own rules within their own communities.

Appearance and Personality:
People in his home area joke that Clebsch must have met some Ents in the Verduran Forest who gave him some ent draughts, because he did not stop growing taller until he was an inch short of seven feet. He takes these jokes with good natured humor. He is handsome, with sandy brown hair, blue eyes, and a strong jawline. He doesn't talk much, preferring to listen to others over talking about himself. His height was even more exaggerated by his best friend, a halfling named Alphie. Although he rarely can find anyone to dance with who can look into his eyes, he enjoys music and dance. He always came out of his shell to defend anyone being bullied or threatened or belittled.

Clebsch is an unabashed animal lover. He has spent a lot of time working with animals and has learned to train domestic animals. If he stays in one place very long, he tends to attract strays and tries to see that they are fed and tries to find someone to take them in. He hopes to be able to use his income as a Pathfinder to purchase one of his father's horses.


Faction: Horizon Hunters

Accounts:
Starting Wealth 15 gp
Starting Gear (costs in GP)
Explorer's Clothing 0.1
Breastplate 8
Steel Shield 2
Longsword 1
Sling 0
Sling bullets (10) 0.01
Shortsword 0.9
Longspear 0.5
Backpack 0.1
Starting Cash 2.39

01
Blooming Catastrophe
XP: 4
GP: 14.4
Cash: 1.679
Horizon Hunters Rep: 4
Verdant Wheel Rep: 1
Cash: 16.79 g

02
Flooded King's Court
XP: +4 Total 8
GP: +14.08
Cash: 30.87
Harmonica (handheld instrument) (0.8)
Spent: 2 gp donation to king (2)
Shield Sconce (0.1)
Adventurer's Pack (1.4) [1.5 minus the cost of a backpack, 0.1]
Cash: 26.57

03
Quest #23 Lacking Respect
[played a pregen while still 1st level]
XP: +2 (total 10)
Gold: +7
Cash: 33.57

04 Scenario #4-99: Blessings of the Forest
XP: +4 (Total 14: 2nd level, 2 XP toward 3rd level)
Gold: +14
Cash: 47.57
Purchases: Repeating Hand Crossbow (10), 10 bolts (0.1), Chain Sword (6), Half Plate (18), 3 Elixirs of Life, minor (9)
Cash: 4.47

05
Scenario #7-01: Enough is Enough
XP: +4 (Total 18, 6 toward 3rd level)
Gold: 22.4
Cash: 26.87
Purchased: Falcata 3, Pick 0.7
Cash: 23.17