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Clebsch Gordan's page

94 posts. Organized Play character for Clebsch73.


Race

| Shield: 8/20 hp | ◆ ◇ ↺

Gender

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | 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
Ancestry/Heritage/Ethnicity Human Ulfen
Background Animal Whisperer
Class Fighter 1
Size Medium
Alignment NG

Male Human Fighter 1
NG medium human humanoid
Perception +5
Languages Common, Ulfen
Skills (proficient or better) Athletics +6, Intimidation +4, Lore (Plains) +3, Nature +4, Society +3, Survival +4
Skills (untrained) Acrobatics +2, Arcana +0, Crafting +0, Deception +1, Diplomacy +1, medicine +1, Occultism +0, Performance +1, Religion +1, Stealth +2, Thievery +2
Str +3, Dex +2, Con +2, Int +0, Wis +1, Cha +1
Items Breastplate, Steel Shield (AC +2 Hardness 5 HP 20/10), Longsword, Shortsword, Longspear, Sling, Sling bullets (10), Backpack, Explorer's clothing, Harmonica, shield sconce, 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.). 13 gold, 9 silver, 9 copper
PFS Provision: minor healing potion

Skill Dicebots:
[dice=]1d20 + [/dice]
[dice=Acrobatics]1d20 + 2[/dice]
[dice=Arcana]1d20[/dice]
[dice=Athletics]1d20 + 6[/dice]
[dice=Crafting]1d20[/dice]
[dice=Deception]1d20 + 1[/dice]
[dice=Diplomacy]1d20 + 1[/dice]
[dice=Intimidation]1d20 + 4[/dice]
[dice=Lore (plains)]1d20 + 3[/dice]
[dice=Medicine]1d20 + 1[/dice]
[dice=Nature]1d20 + 3[/dice]
[dice=Occultism]1d20[/dice]
[dice=Perception]1d20 + 5[/dice]
[dice=Performance]1d20 + 1[/dice]
[dice=Religion]1d20 + 1[/dice]
[dice=Society]1d20 + 3[/dice]
[dice=Stealth]1d20 + 2[/dice]
[dice=Survival]1d20 + 3[/dice]
[dice=Thievery]1d20 + 2[/dice]

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

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


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AC 18 (20 with shield raised); Fort +7, Ref +7, Will +4
Shield: 20/20 hp
HP 20
Attack of Opportunity [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.
Save Dicebots:

[dice=Fortitude]1d20 + 7[/dice]
[dice=Reflex]1d20 + 7[/dice]
[dice=Will]1d20 + 4[/dice]

-----------------------------------------------------
Speed 20 feet
Melee Longsword +8 (Versatile P), Damage 1d8 + 3 slashing
Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6 + 3 S
Longspear +8 (reach), Damage 1d8 + 3 P
Unarmed +8 (Agile, Finesse, nonlethal, unarmed) 1d4 + 3 B
Ranged Sling +7 (propulsive, range 50 ft. reload 1) 1d6 + 1 B
Combat Dicebots:

[dice=Longsword]1d20 + 8[/dice]
[dice=Damage, S]1d8 + 3[/dice]
[dice=Longsword, 2nd strike]1d20 + 8 - 5[/dice]
[dice=Shortsword]1d20 + 8[/dice]
[dice=Damage, S]1d6 + 3[/dice]
[dice=Shortsword, 2nd attack]1d20 + 8 - 4[/dice]
[dice=Longspear]1d20 + 8[/dice]
[dice=Damage, P]1d8 + 3[/dice]
[dice=Unarmed]1d20 + 8[/dice]
[dice=Damage, B]1d4 + 3[/dice]
[dice=sling]1d20 + 7[/dice]
[dice=Damage, B]1d6 + 1[/dice] (range 50 ft)

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

Class and background abilities:
Vicious Swing 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. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice. Traits Fighter Flourish

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.

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.

Train Animal 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. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.

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