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******* Pathfinder Society GM. Starfinder Society GM. 279 posts (13,329 including aliases). 63 reviews. 1 list. No wishlists. 49 Organized Play characters. 29 aliases.



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Very nice expedition!

5/5

A great adventure, with a lot of different things to do, facing Nature, people, enemies, and ourselves!
An original approach, a bowl of fresh air.
A lot of fun!


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Very nice story

5/5

The background to the story is rich, detailed, with direct impact on the adventure.
The side-quests are a great way to hook the players into the adventure.
The NPCs are all well detailed.
There is a great blend of mystery, investigation, exploration, piecing things together, battles, and a race against time.
Great stuff!


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Great Goblins!

5/5

A wonderful scenario.
A lot of fun and flavor.
Great mechanics.
Good exploration.
And most probably a good tie-in to a future scenario.


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Undead galore

5/5

A very nice scenario!
Great mechanics for exploring, hunting for clues, and trying to do all within a given time-frame (with good GM tools to use the time spent in regards to the ending).
A very creepy adventure, with a cool feel to it.


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Good buzz!

5/5

A very nice story.
I read here that some dislike the open ending and a bit of a disappointing ending... I feel it is a hook for a future scenario.
Otherwise, I really enjoyed the creepy feeling.
The mystery.
Very nice!


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Great intro'!

5/5

Very nice scenario.
Good info' for people new to PFS.
A very simple adventure, not complicated to run, but with fun characters for social encounters, nice flavor, nice setting, and cool exploration and antagonists!
A little scary for the characters...
This is a great short mission, and can open up to more exploration.
The replay value is good (I DM-ed it twice so far).


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Space Starship

5/5

A nice battle map, that I use well...


Space Sprawl

5/5

Useful battle map, fine & useful for me.


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Space Station

5/5

A good, useful battle map...


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Space Cocktails


A map I find useful and works well for me...


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Space Terrain

5/5

A nice, useful, battle map...


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Space Aliens

5/5

A great book with many more Aliens, that one can play, and rules for your spell casters.
Very useful.


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Space Equipment Galore!

5/5

Simply a great and useful book with, of course, a LOT of equipment, but also good info' for backgrounds, creating deeper characters.
Really adds to the scope of the story.


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Space Handful

5/5

A GREAT scenario!
Super fun, super enjoyable, very moving...
Great little characters.
And you then want to keep on playing them.

GO FOR IT!


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Space Worlds

5/5

A very good, solid, well illustrated, rich... book on the Starfinder setting.
Great as a DM, as a player to flesh out your character's background.
Super nice!


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Space TERROR!

5/5

For me this was an incredible opening book.

I have played a lot of White Wolf Vampire, and more recently, a lot of PFS and now SFS... and this was a sort of blend of both.
Very creepy, very dark, very scary... and this is now probably my favorite PC (the one I am playing in this AP) because the hardship, scars, and deterioration he is going through make him unique and sad.

A very well written and set up story.
Quite a lot of liberty, and we try and try and try... but, alas, cannot save all those we want!

Was GREAT!


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Space sPawns

5/5

A very nice collection of pawns.
Super useful for running the Aeon Throne.
Just great!


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Space Baddies

5/5

A very nice opening book!
I played and GMed it.
A great set up, and very nice sandbox feeling yet rather directed storyline, with a rich place to play in, and then a nice rich background for the Azlanti part that will continue.
Fun and tough fights.
Many ways to do things.
Very nice.


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Space Races!

5/5

I loved this book!
A great adventure, discovering a super alien race, in a great way, with a very rich history and background.
Really wonderful!

So much so that we all ditched our characters and made Kish to continue onto book 5.

Did I say that I loved this book!


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Space Multiplicity

5/5

A great scenario, to play if you can!
I do not want to spoil, so I will just say that we all love the slumbering romance between Ziggy & H-7, so it is great to keep on helping these two love birds to hopefully get together.
And the rich journey into a dream, computerized, memory-heavy... journey into History and the past, is really great.
PLAY IT!


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Space Fear

5/5

I loved this scenario, which is a foray into the Heart of Evil... where you understand all is not as it seems.
It is a nice blend of different elements (spying, tracking, trekking, fighting, rescuing...) and I had a blast.
Very strong story.


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Space Multi-Battles

5/5

A great multi-table (played & DMed) that opens up to a lot of different ways of going through the storyline, and moving around a very diverse series of situations.
PLAY IT IF YOU CAN!


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Space Ambassadors

5/5

A very nice repeatable scenario, that will be different each time, and that opens up to a lot of RP and fun.
Nice depth and scope to the story and possible actions.
Very nice.


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Space Fun

5/5

I really loved this scenario!
Lots of fun... with a good sense of fear and foreboding, and, a great and deeply moving element of history to learn.
Really good.


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Space Slime

5/5

Great scenario!
Nice encounters, where the bad guys might not be, and the person you are seeking is seeking himself and changing... and then a creepy end exploration/fight.
Quite "different" and original.
I liked it a lot (both as player and GM).


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Race

| HP 36/36 | AC 18 T 17 FF 15 | CMB +6, CMD 22 | F: +7, R: +7, W: +5 | Init: +2 | Perc: +9, SM: +8, Darkvision 60 ft

Classes/Levels

| Speed 30ft | Stunning Fist: 4/4 | Ki: 8/8 | Active conditions: None

Gender

Male LG Oread Unchained Monk 4

About Orzworth

If we can minimize the hurt we cause and help those in pain, perhaps we too will be forgiven for what we have done.

PFS # 264524-10
Experience 9
Faction Silver Crusade
Wealth 1586 GP, 10 PP 16 Fame

Statistics:
Male Oread Unchained Monk 4
LG Medium Humanoid (human), Outsider (native)
Init +2; Senses Perception +9, Sense Motive +8
------------------------------
DEFENCE
------------------------------
AC 18, touch 17, flat-footed 15 (+2 dex, +1 natural, +3 wis, +1 dodge, +1 class)
hp 36
Fort +7, Ref +7, Will +5 (+2 vs Sleep, Paralysis, and Stun effects, +2 vs Enchantment effects)
Special Abilities Evasion, Deflect Arrows, Crystalline Form
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Unarmed Strike +10/+10 (1d8+7/1d8+5 bludgeoning)
Alchemical Silver Nunchaku +9/+9 (1d6+5 bludgeoning)
Cold Iron Kama +9/+9 (1d6+5 slashing)
Siangham +9/+9 (1d6+5 piercing)
Dagger +9 (1d4+5 piercing or slashing)

Ranged Sling +6 (1d4+5 bludgeoning)

Special Stunning Fist 4/day (Fortitude 15)
------------------------------
STATISTICS
------------------------------
Str 20, Dex 14, Con 14, Int 12, Wis 16, Cha 5
Base Atk +4; CMB +9; CMD 25
Traits Honored Fist of the Society, Caretaker
Feats Deflect Arrows, Dodge, Dragon Style, Improved Unarmed Strike, Stunning Fist, Weapon Focus (Unarmed Strike)
Skills (15 points; 12 class, 3 INT)
ACP -0
(3) *Acrobatics +8
(1) *Climb +9
(1) *Escape Artist +6
(4) Heal +11
(1) Knowledge (religion) +5
(3) Perception +9
(1) *Ride +6
(2) Sense Motive +8
(2) *Stealth +7
(1) *Swim +7
*ACP applies to these skills

Non-Standard Skill Bonuses
+2 Climb (item)
+1 Heal (trait)

Languages Common (Taldane), Terran

Special Abilities:
------------------------------
SPECIAL ABILITIES
------------------------------
Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Slow Speed: Oreads have a base speed of 20 feet.

Darkvision: Oreads can see in the dark up to 60 feet.

Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.

Ferrous Growth: Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of nonmagical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the spell-like ability racial trait.

Honored Fist of the Society: You increase your ki pool by 1 point.

Caretaker: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feats: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list:
- Catch Off-Guard
- Combat Reflexes
- Deflect Arrows
- Dodge
- Improved Grapple
- Scorpion Style
- Throw Anything

At 6th level, the following feats are added to the list:
- Gorgon’s Fist
- Improved Bull Rush
- Improved Disarm
- Improved Feint
- Improved Trip
- Mobility

At 10th level, the following feats are added to the list:
- Improved Critical
- Medusa’s Wrath
- Snatch Arrows
- Spring Attack

A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows: At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk’s unarmed strike is determined by his monk level.

Vow of Truth: The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. A monk with this vow increases his ki pool by 1 point for every 5 monk levels (minimum +1).

Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed that increases by 10 ft at every 3rd level. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool: At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Powers: At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Still Mind: At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Powers:
------------------------------
KI POWERS
------------------------------
Qinggong Power (Barkskin): This power toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by this effect stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Feats:
------------------------------
FEATS
------------------------------
Deflect Arrows: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Dragon Style: As a swift action, you can enter the stance employed by the fighting style a style feat embodies. While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Stunning Fist: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Weapon Focus (Unarmed Strike): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Gear/Possessions:
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 48.5 lb.
Dagger (2 gp) (1 lb)
Cold Iron Kama (4 gp) (2 lb)
Alchemical Silver Nunchaku (22 gp) (2 lb)
Siangham (3 gp) (1 lb)
Sling (0 gp) (0 lb)
Sling Bullets x 20 (0.2 gp) (10 lb)
Monk’s Outfit (5 gp) (2 lb)
Cloak of Resistance +1 (1000 gp) (1 lb)
Belt of Strength +2 (4000 gp) (1 lb)
Backpack (2 gp) (2 lb)
*Climber’s Kit (80 gp) (5 lb)
*Iron Pot (0.8 gp) (4 lb)
*Hemp Rope (1 gp) (10 lb)
*Waterskin (1 gp) (4 lb)
*Smokestick (20 gp) (0.5 lb)
*Healer’s Kit (10 uses) (50 gp) (1 lb)
*Acid Flask x 2 (20 gp) (2 lb)
*Wand: Cure Light Wounds (44 charges) (- gp) (0 lb)
*Wand: Mage Armor (49 charges) (- gp) (0 lb)
*Wand: Endure Elements (38 charges) (- gp) (0 lb)

Bot Me!:
In combat, Orzworth tries to move as little as possible so he can flurry on an opponent. If he sees a lightly-armored opponent casting a spell within 30 ft, he moves (on his next turn) to strike them with a Stunning Fist if the movement can be done safely.

Outside of combat, Orzworth prefers to observe silently. He’ll notify the group bluntly if he sees something trying to sneak up on them or if he thinks someone is lying to them.

Boons:
[ ] Blessing of Aurelliax: You can check the box that precedes this boon to gain one of the benefits below - afterwards cross out all of the benefits below:
- Dragon’s Prosperity: Before attempting a Day Job check, you can use this benefit to triple the amount of gold the check grants you (maximum 300 gp).
- Dragon’s Luck: Before you roll any one d20 roll, you can use this benefit to roll twice and take the higher result. For 1 minute afterward, you gain a +1 luck bonus on all attack rolls, skill checks, ability checks, and saving throws.
- Dragon’s Scales: You gain fire resistance 5 for 24 hours.
- Dragon’s Friend: You gain a fairly harmless animal with supernaturally golden features, such as gold-hued fur, feathers, or scales. Once per day, the animal can either deal an additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You can select any Diminutive, Tiny, or Small animal suitable for a familiar. You can choose to adopt this creature as your familiar, spirit animal, or similar companion, replacing your current companion at no cost. Otherwise, you can keep the creature as a loyal pet.

Highdelve’s Hero: Choose one of the benefits below. Cross out the other benefits.
- [ ] Brialla or Meraina: You gain a signet ring, and when purchasing a magic ring, you can check the box that precedes this boon to enchant this signet ring, reducing the magic ring’s cost by 150 gp.
- [ ] Kiliuk: You can check the box that precedes this boon to gain one of the following feats for the duration of one adventure:
-- Great Fortitude
-- Improved Initative
-- Iron Will
-- Lightning Reflexes
-- Toughness
- [ ] Torgen: When purchasing a weapon or armor of masterwork quality (or made of a material that is automatically masterwork), you can check the box that precedes this boon to reduce that item’s cost by 150 gp.

Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.

[ ] [ ] [ ] Ungrounded Veteran: You may check a box before this boon to grant you a +2 circumstance bonus on one of the following skill checks:
- Acrobatics to balance on a narrow or slippery surface
- Climb
- Knowledge (planes) to identify creatures or their weaknesses
- Profession (soldier)

If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon off your Chronicle sheet.

[ ] [ ] [ ] Cleaning House: Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher, when you check a box, you instead gain a potion of cure serious wounds.

[ ] [ ] [ ] [ ] [ ] Well-Connected: Once per adventure you can check a box next to this boon before rolling one of the following checks to add 1d6+1 to the result:
- Appraise
- Disable Device
- Knowledge (local)
- Perception
- Profession
- Stealth

Grippli’s Favor: You gain a +2 bonus on Charisma checks made to influence gripplis.

Sky Key Component (Sargava): You have recovered a component of the strange relic known as the Sky Key.

Stinkeye’s Friend: When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.

Background:
Orzworth doesn’t speak much in the first place, let alone about his past. If pushed, he’ll slowly admit he comes from a long line of miners. His mother’s family is renown for their uncanny ability to follow an mineral vein well past when it appeared tapped. Orzworth was born and raised in the town’s newest addition, Leftfinder Mine, and only left when his sister assumed the foreman position following a freak accident that left his mother confined above ground as the town’s mayor. Orzworth isn’t sure, but he thinks he might have caused the accident by being careless.

Nowadays, Orzworth travels with the Pathfinder Society. He does not speak easily, but his hands are gentle when tending the injured and firm when protecting his charges.

Appearance and Personality:
If you had to pick a single word to describe this man, it would be “solid”. His dark skin and rough hands indicate a life of hard work, and his posture indicates he is very comfortable in his skin. His face is stoic, but occasionally a smile cracks through and crinkles his kind eyes. He doesn’t say much, preferring to listen and observe.