breithauptclan wrote:
Or we go back to PF1 and allow players enough freedom to fix those issues themselves. If your build is bad, you can always fix it by looking for the feats to bring it back towards contributing well. In PF2 if your concept isn't working there aren't many options to fix things.
nick1wasd wrote: To the Overwhelming Soul back and forth, I'll just add that my experience with it was that my at-the-time girlfriend played one in a party of 7, and was out-DPSing the Bloodrager, Paladin, Unchained Rogue, and tied with the 2 pistols Gunslinger we had. My opinion of the archetype (and class on a whole) was that it was FREAKING BROKEN AS ASMODEAS and thus think highly of it. Your entire party was made up of some of the least powerful classes in PF1. If you thought an Overwhelming Soul was good, I shudder to picture what a good class would have done to your game. graystone wrote: Playable is a low bar. I mean Rogue was playable but it doesn't match up to unchained rogue. It's one of those archetypes that actively makes you worse, like Oozemorph. I don't consider either version of the Rogue in PF1 to be especially playable. I a world where I could be a Wizard or a Cleric, it's just hard to measure up.
Temperans wrote: I mean it works; I won't deny it works because it is still 10d6 damage on a standard action. But it shows the problem of removing burn wholesale, which is you lose everything that makes the class fun. This might just be my 3.5 side showing, but is 10d6 damage on a standard action meant to be good? Just, as an example, Path of War classes can do stuff like: Sting of the Cobra By focusing destructive, life-destroying ki into his attack, the Steel Serpent disciple strikes at the very heart of his foe’s life force. The disciple makes an attack against a target. If successful the strike inflicts an additional 8d6 points of damage and 2d4 points of Constitution damage (Fortitude save DC equal to 18 + initiation modifier to halve this Constitution damage). Upon a failed save, on the following two rounds the corrupted ki energies inflict an additional 2d6 points of damage and 2 additional points of Constitution damage. This is a supernatural ability. ----- Spinning Adamantine Axe With a powerful leap into the air, the disciple of the Broken Blade unleashes a powerful spinning kick to his surrounding foes that strikes with the force of a hurricane. The initiator makes one unarmed attack against each foe in range, each successful strike inflicting an additional 10d6 points of damage that ignores the target’s damage reduction. Foes that are struck are also knocked prone from the force of this assault. ----- Meteoric Crash By rushing at a foe like a blazing comet through the sky, the Primal Fury disciple crashes through an opponent to sculpt the battlefield into a field of carnage. The initiator makes a bull rush attempt as part of a charge with a +4 bonus (this bonus stacks with the +2 bonus from making a charge); if successful, the initiator inflicts 10d6 points of damage to the target as part of the bull rush and if the target is pushed back more than 10-ft., they are knocked prone on a failed Reflex save (DC 18 + initiation modifier) and he may make an immediate attack of opportunity against his prone foe. In initiator must be able to follow or reach the target to make this attack of opportunity. ----- Yes, they're maneuvers and can't be used round over round but you start with 10 readied every fight and can refresh them fairly easily. I could also just look at a proper full caster, Summoner (Chained), Alchemist and see a similar level of baseline performance. So yeah, what else ya got?
Artificial 20 wrote:
It must do something better than the alternative archetypes to qualify as playable. PF1 has such a power curve that "good enough" rarely justifies play.
Temperans wrote:
Yeah, getting to use the worst stat in the game instead of one of the best isn't a feature.
Artificial 20 wrote: <snip> I basically see you arguing to Gray that Overwhelming soul is as good as the base class, but in order for the archetype to work, it has to be *better* than the alternatives. So, aside from not needing to manage the burn mechanic, what does Overwhelming Soul do better than other classes?
Temperans wrote: Thanks for the answers so far. I think I get it although it does make me sad that what people want is the theme of the class not the actual class. That's just realistic given that no class came to PF2 completely the same. Kineticist as a class has more bits that are unlikely to translate than most classes so people are trying to distill the class down to a core that can be made to fit PF2. If you want exactly the PF1 class, I suspect that you will have to play Pf1 or attempt the conversion yourself.
Michael Sayre wrote:
Thanks for the answer. This is pretty much what I expected to hear. The design of PF2 is very neatly stacked into things that your class can do natively, things they can do with a little investment, and off theme builds that take system mastery and creativity to make viable. This is very stable and predictable as well as being streamlined so most players can slide in and build something functional on their first or second try. If I was making a game for mass-market appeal I would likely make the same choices. I just like messy and deep systems. I'm the player that sees a nice à la carte point-buy character system and skill-based combat and get excited. I'm one for open rules that swing for the fences, even the ones that miss often do something interesting that shines when patched into another system. That's why to me the Unchained designs were one of the best parts of PF1. I know it's unlikely to come any time soon (and possibly not at all) but I'd be very excited to see what a PF2: Unchained supplement might bring to the table. Not just to see what a second pass at some classes could do but to see what years of system mastery can let you get away with in terms of pushing limits. In any case, keep being awesome.
YuriP wrote: Do you still don't notice these are Schrödinger post they exists and don't exist at same time until some one opens it and check. When you openend the forum decides that they don't exist. Some time after when other people entered the forum decide that they exist! That just happened with your post. I saw a new post, checked the thread, didn't see anything, and then I refreshed the page to see the new post that should have already been there. Magic.
Arachnofiend wrote: Fundamental runes are a decent compromise between people who would rather progress solely through levels and use items as build enablers and sidegrades (myself and, presumably, you) and people who want to get bigger and fancier magic swords throughout their campaign (enough survey respondents that Paizo wasn't going to ignore them). They really aren't any compromise though as they are *more* required than any single item in PF1 was. You could get by with a set of +1 weapons of various materials in PF1 because an extra +4 to hit and damage were often merely cherries on top of what was actually pumping your attack and damage rolls. For armor, you could get by with whatever gave you the best fortification you can afford. PF2 swung and missed with that and ABP isn't integrated enough to be an easy default option for most APs.
Arachnofiend wrote:
Why do we need to be tied to a system that leads to boring binary results? You can make a more interesting system that isn't any harder to resolve than the current system that has more room for interesting mechanics. Like armor that provides a penalty to avoiding attacks but which absorbs more damage. Or armor that gives a limited ability to force an enemy to reroll their damage dice. Nothing that would be unbalanced but just enough difference that you can more easily play out certain archetypes.
I agree. Armors could have been as diverse and interesting as weapons but they just aren't and shields, well it was obvious they got rushed when dents went out the window and nobody seems to want to fix that. The worst part is that making interesting armor is easy. You start by setting the base armor for each category, that's the boring one that's good if you don't have a use for the special traits other armors at that tier get. Then you make two armors that give less AC but have some positive traits that could make up for it. Then you make armor with better AC that has drawbacks that some classes can overcome and others can't. Test that. If it's balanced see if you can slip in another set of armor into each category or if your base armor has room to be made more interesting. If you're willing to slaughter sacred cows you can make it so armor absorbs damage and shields and dexterity make you more difficult to hit. Then you have a lot more room for interesting trade-offs and can even design armor that has DR against some damage types and weaknesses to others so warriors have some ability to prepare defenses and pick weapons for use against known threats. Making a game more interesting than the one Paizo gave us isn't difficult, they just got cold feet a few too many times and played a lot of things safer than they needed to.
PossibleCabbage wrote:
Just an indie studio that came from nothing to running one of the largest e-sports leagues in the world because they weren't afraid to invest in what was working and cut what wasn't. Hosting your own server is easy, you do it unknowingly when you play a fair number of online games that use the P2P server model rather than dedicated servers. As for talking to your players and making house rules, how does that work for PFS players or pay-to-play players who have a strict GM that doesn't want different rules for each game they run? More importantly, how does Paizo not handling errata properly make the game better for the player? Paizo isn't your friend, you should be holding their feet to the fire to make the best game possible and not accepting second-rate work because they're running on a tight budget and working within an outdated business model. To those that think I'm being too harsh, I'm more critical of the company I work for than I am of Paizo. Don't get me wrong, I like my company just fine, I just think that my staff and our customers deserve the best instead of our best, and am willing to fight for that change.
aobst128 wrote: I don't think that a divide is inevitable with more thorough errata through online means. I doubt changes would create a fissure big enough that the physical copies become fossils. As long as they don't completely disregard reprints, It should be fine. I remember 3.0 and going online and printing off errata and FAQs and slipping them into the front cover of books. It wasn't ideal but it got the job done.
PossibleCabbage wrote: I fail to see why "Paizo updates their game regularly to fix problems" is a better solution than "I, the GM, solve problems via house rules." I fail to see why "Riot games makes frequent balance changes" is a better solution than "modding the game and using private servers". The company that makes the product is the one that should fix it. Period.
keftiu wrote: Paizo's entire business model is print subscriptions and they frequently speak about how essential brick-and-mortar stores are to how they stay afloat, but by all means, act smug about it for no reason. Then they need to rapidly change that model because it is going to be increasingly difficult to sustain going forward. Even large companies dominating their fields are moving towards having a substantial digital footprint. Some examples are WotC investing heavily in MtG Arena and digital content for D&D, Games Workshop moving to frequent balance updates and Warhammer+, and even smaller companies like R Talsorian games investing heavily into digital releases. The future is digital, it's app-based, and it's having your character sheet on your phone or tablet. Companies that aren't already working on these products will have a hard time in the years to come and no amount of conservative grognards will change this.
keftiu wrote: “There are two Pathfinder Second Editions that are nearly identical” is one of the worst ideas I’ve heard in a while. You’re begging to split the fandom, arguably as badly as an edition change would, but with remarkably little benefit, and also making print - and all the retailers who move print product - a second-class of community. Have you looked at how bookstores and comic shops are doing since the turn of the Millenium? If you have you'd see that printed media is already second class to the audiobook and pdf. You might not like the trend, but things are moving to digital distribution and living systems with frequent hands-on development even for thinngs that were traditionally single print run products.
Leomund "Leo" Velinznrarikovich wrote:
Much as it is with bugs, there will be some issues that are obvious; printing issues, typographical errors, etc. For these kinds of issues, we should always expect correctio via errata as soon as possible. Then you get things working other than intended. These are more of a grey area and can be harder to spot but these are the kinds of things that can be discovered via user feedback and by having staff read these forums as part of the errata building process. The team can then decide which of these issues are bugs and which are unintended features and it would be excellent if they gave us documentation about which are which and what the distinctions are. Finally, you get balance changes. These are always tricky and even games that get bi-weekly updates can struggle with this. For a PnP game, you have far fewer data points to work with but can and should look at what players think of as the strongest and weakest options. Then you do your job as game designers and try to figure out if the players are correct and if so if an elegant fix can be implemented. Give the players some feedback about this process and most will accept that you've given it a go and fixed what you can. This is a lot of work, perhaps more than Paizo is capable of but it's important work. It's also the kind of thing that I could see WotC doing going forward as a way to crush smaller games that are gnawing at their market share. They can do what large studios have done in the video game space and simply set the bar for a certain quality of life changes so high that you either match them, go out of business, or restructure to live within the indy sphere.
Temperans wrote: What they are talking about is the, "everything is fine because there is this one thing in one book that is helpful if you know it exists." Not the availability of new items of equal power. I get that's where it started, but that narrow example actually one that will tend to expand to touch more and more classes as time goes on. A weapon or magic item enables a class (or smoothes over an issue) in such a way that the class with the item is above where it is without it. For an example look at what the flickmace does for characters who can use it effectively and what the next best replacement looks like compared to that. Unless we expect perfectly safe and boring item design, even more so than we already get, this will always happen to some extent, and when it does any buff to the class that has access to whatever the item is becomes untenable in the face of that specific combination. Given that you can't predict when such a combination might arise with any real accuracy it may be that Paizo doesn't want to risk errata that might balance something now and break it later. It's not the approach I would take, but Paizo won't commit to monthly errata and Q&A so it's likely the best approach for them to take.
Tapeinós Távros wrote:
That's going to happen as you add new items and equipment regardless of how tight the balance is. The only way to prevent it is to make all new items strictly worse than core items and to never add equipment with new functionality over the life of a game. I don't expect that either option will help Paizo to sell new books once people realize that everything in them is just CRB but weaker.
AlastarOG wrote:
What changes if the battle is started at a 35 ft. distance instead of 25 ft. without any other changes to the scenario?
Leomund "Leo" Velinznrarikovich wrote: It is not exactly the same. Firstly, not all issues are agreed that they are issues. Bugs in a game are easily identified as bugs. This is complete nonsense. As an example, is climbing a vine while carrying an item in Super Mario World a bug, a feature, or a harmless glitch? Would patching it improve the game for most players? Quote: Secondly, video games require a vast amount more expertise to tweak than PF2, a game made to be tweaked. Yes but because of this mods become far more standardized and accepted with communities than house rules for PnP games do. In such a way you end up with foundational mods that only fix bugs and enable other mods to function being almost required for some games.
Get 20 specially crafted potion flasks designed to fit snuggly into the cauldron. In a 5-man party prepare 5 batches of 4 different potions. Fit them with stoppers that have straws coming out of them at average PC mouth level and of a length that they can be reached without leaning into the cauldron; this works far better if your party is all close to the same height. Color code the straws to match the potion they draw from. This should allow a character to get next to the cauldron and spend an action to suck on a straw and get a potion. The issue is that they don't have a way to mark that the potion they used is now empty. Perhaps solve this by having everybody wear lipstick that rubs off on the straws to mark them. Or, in reality, realize that any plan that takes this many steps won't work unless the GM lets it and work with them on finding a reasonable middle ground.
Temperans wrote:
I have never experienced that and I have written my own skill-based magic systems for games that didn't have their own. I don't think I had a table of super players either. I just made sure that they had a list of the magic they could use and what it would take to use it with their character sheet and they told me when they wanted to use it and made the rolls. I'm amazed that so many people on these forums seem to play with players I would kick from my table in a heartbeat and think their antics are normal. Slow players kill games, when I've had them as guests at my table I give them a few sessions to learn and then start putting their turns on a timer if it remains an issue. If a payer just won't use their class features, that's on them, they can be a passenger until they figure out the character that they built for themselves. As a GM, or even as a player, it's okay to put your foot down and say that player x is causing issues and that those issues needed to be fixed or one of you won't be coming back to the table.
Temperans wrote: Thats sounds like Words of Power. Which was not a well liked system given that it was printed once and never again. The question is, who didn't like it? If it was the players, that's fine don't go there again. If it was the devs, I think they need to suck it up and give it another go.
The-Magic-Sword wrote:
How about cribbing from Burning Wheel (and many other systems) and making spells into skills where you roll a skill test and then can spend degrees of success to generate results. The broadness of these skills and what they can accomplish is a lever that can be tuned to balance things. You could also do something with spheres or base spell components and make it take an action to add them to a spell. For example, the sphere of fire might add fire damage to a spell, boost a physical attribute, or cleanse an ailment when paired with healing. You then tune these numbers until they generate the results you like. Optionally you can then show which combinates create classic Vancian spells of editions gone.
aobst128 wrote:
That's really niche. That niche can even be niche as RK can be wildly different in importance from table to table.
SuperBidi wrote: Now, I will never say that the class is strong or whatever (so comparison with Fighter is a bit useless), but I don't think a melee Investigator has to be worse than a ranged one. It's just that you have to build it to its strength when the ranged Investigator kind of build itself on its own. So how does a melee Investigator compare to a Rogue or even a Bard as a skill monkey? Do they pull their weight in combat compared to these two utility-focused classes? If they don't manage to be good skill monkeys and we already agree that they aren't good in combat then what does the Investigator do to avoid being an Alchemist tier failure of a class?
The Raven Black wrote:
I figured that was implied by "can see yourself being interested in months down the road". If your character isn't useful for a large chunk of IRL time each session, that's going to make sustaining interest difficult for most players.
A good character isn't the one that best fits with the other characters at the table and it isn't the one painstakingly written to fit the adventure, it's the one that you can RP well and can see yourself being interested in months down the road. You don't need 14 pages of backstory and 100 back and forth messages with the DM to get it perfect. Just ensure that you've left some dangling threads at the end of your character's personal plot for the DM to tie back to the game at hand. A lot of players that want to be helpful can actually annoy the GM by monopolizing their time. If the GM doesn't seem concerned about your character fitting in, then you shouldn't either. Just do what the GM asks you to do, clarify if you need to, and stop overthinking things.
SuperBidi wrote:
As a GM, the balance of the system hasn't convinced me to force PF2 on my table, we're all friends so we talk about which systems we're looking to play. There's always some level of compromise in those discussions but those are forgotten once characters are written and dice start rolling. I don't GM for internet randos and don't play PFS or other PUG-type games. I guess that if I did I could insist on PF2 but I suspect my tables would fill quicker if I was willing to run 5e and disallow the worst exploits and that level of balance is good enough for me. Given that I GMed for 3.x and PF1 tables, also with a close group of friends, I find the crying about 5e's imbalances a little overblown.
YuriP wrote:
D&D 5e plays things very safe and has built its market on making D&D easy. It's the mobile game of the market in that a lot of people play it a little and some people play it a lot and buy all the books. It's not a high bar to clear to be better than 5e in terms of character customization. Of course, I don't think you have more customization in PF2 than you had in PF1 or 3.x, but the customization you have is easier to use and has less risk of being overly powerful or completely worthless. If you use the full scope of what the older systems had to offer and are willing to play the occasional low-tier builds only campaign you find that the system can do a lot but asks a lot of both the players and GMs to make it work. This is obviously worse for organized play and pick-up games but can work well with a tight-knit group of players. ----- The-Magic-Sword wrote:
Of course, the people that come to PF2 from other systems will come over for PF2's balance. That's PF2's entire thing. The issue with that is the system's balance won't appeal to people who haven't already played another system. You aren't going to woo over a new player by telling them that PF2 has finally fixed the caster versus martial divide and made high-level play a lot more enjoyable. You will woo them over by telling them about the awesome moments your character had against Chebilax the Putrescent, Lord of all that Decays, and PF2's system works against any given character having been the decisive factor in a level +3 encounter. There's also the fact that PF2 won't catch everybody who leaves D&D behind and that being the cleanup crew to another more popular system isn't the way to sustainability or a lead in market share. Paizo does a fairly bad job of advertising and getting brand recognition, they don't tend to innovate by bringing new technology into the gaming space, and they're terrible at errata and fixing issues players have with their game. For every good thing PF2 does, Paizo seems to fire two bullets into their feet.
AlastarOG wrote:
Aside from fixing gross imbalances, I'm not sure I can agree with the balance first mindset. I can see why it would be prevalent on these forums but game balance has never had a large impact on a system's sales or its lasting appeal. I think this large focus on balance and the added workload it creates is likely a bad thing for PF2 in the long run as it will be hard to write new and exciting classes, feats, and spells for such a constrained system.If this was pushing strong sales it could make sense but I don't think PF2 is really selling to the wider market on the strength of its balance. Especially when D&D 5e is still selling well with its 'meh, good enough' levels of balance.
I'm in the same boat as the OP myself. I keep getting ideas for a character that's cool and seems to fit with PF2's mechanics, but then as I build it I keep noticing all the little obstacles that make it less good than I'd like it to be. To me, the level of balance the system goes for seems to overshadow everything else about it and it makes everything I try to build come off as less than the sum of its parts. This is likely just a perspective issue and an issue of having spent too long reading about the system and too little time actually playing it but it is a hurdle to overcome.
I find that my biggest issue with PF2 is that it can be had to get excited about anything because the balance is so tight. Even the classes that seem cool - here's looking at you Magus and Swashbuckler - take so much effort to do their unique thing that I find my heart's just not it when I try to build them. I wish that PF2 had more than its tight balance and the 3-action system (which feels underused) to hang its hat on. I'll also freely admit that my table isn't that big on rules-heavy games and that of our group I'm the only one who feels overly confined by 5e. I've made a few suggestions for other systems we could play that didn't get any traction. However, it's looking like the compromise is bringing Morrus' Level Up to our table to see if that broadens the system enough for me while keeping it simple for them.
Ravingdork wrote:
It really seems like your playstyle didn't mesh well with the group. From their perspective, I'd bet it felt as if you were taking the spotlight too often and trying to work solo in too many fights. I can see why they were happy to let a 'problem character' die when they had the chance.
Squiggit wrote:
I only played a few sessions of 4e before my group voted to move to PF1 to keep things familiar. Looking back, I think that 4e is actually pretty good and just needed better marketing and less visually bland rules to sell better. Heck, my current group might find it enjoyable if I could convince them to give it a shot. The Unchained Monk, I have trouble seeing. Even if it does Monk stuff well I'm not sure how it earns its place in a caster-dominated game like PF1. I think I'd rather play something from the Path of War and re-flavor it than play any base-level martial class in PF1. Of course, YMMV, and if you got to see a uMonk in action at a high optimization table and saw that it worked out, who am I to question that.
Ideally, I'd like to see the Monk split into at least two classes (Martial Artist and Wuxia Weapons Master) with room for a 3rd (Wise Mystic) just to help clarify and tighten up the class a little bit. Even with that minor gripe in mind, I think the PF2 Monk is the best D&D adjacent Monk we've had yet. They're still a bit MAD but most PF2 classes are and their lack of focus doesn't hurt as much in a system where one builds wide more often than they build tall. The Monk is one of the bigger PF2 glow-ups coming in only behind the Fighter. ----- Ravingdork, I'd be curious to hear the rest of that story. Based on your party taking a rest it seems like the party was already a bit banged up and your character being ahead caused a fight before the group was ready to go again. In that case, I'm with the party on not rushing in after you. If they were all 100% healthy and good to go then there's not much excuse for not saving you, though OOC if they'd been asking you not to rush ahead and you kept doing it I can understand the motivations. If I'm off-base and they were just being dicks, then I agree with everybody above in that you should find a new group. Heck, even if there were other circumstances you and the rest of the party clearly have different views on how to play so you might want to find a new group anyway.
About Corindus DrovenMale Human Ranger (Skirmisher) 3
Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks. Life of Toil: You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind.
Skills:
Adventuring Skills:
Swim +6 (1 rank, 4 Str, 3 class, -2 armor) Climb +6 (1 rank, 4 Str, 3 class, -2 armor) Survival +5 (2 rank, 3 class) Perception +6 (3 rank, 3 class) Stealth +6 (3 rank, 2 Dex, 3 class, -2 armor) Knowledge (Nature) +4 (1 rank, 3 class) Knowledge (Local) +5 (2 rank, 3 class) Acrobatics +3 (3 rank, 2 Dex, -2 armor) Intimidate +6 (3 rank, 3 class) Heal +5 (2 rank, 3 class) Background Skills:
Feats:
Dodge
Two-Weapon Fighting Double Slice Endurance Diehard Special Abilities:
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. 1st Favored Enemy: Animal Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Favored Terrain: Forest
Gear:
Combat Gear: +1 Mithril Ghost-touch halberd, MWK Shortsword, +1 Handaxe, 2 Javelins, 2 Cold Iron Javelins, Chain Shirt, Cutlass, Handaxe, Potion of Bull's Strength, Aegis of Recovery
Other Gear: Traveler’s Outfit, Ranger's Kit, Grooming Kit, Silver Light Hammer w/ Religious Symbol Ranger's Kit: backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. Wealth: 34gp, 100gp (mix of gold, silver, copper) Background:
The son of laborers in Kintargo, Corindus was little more than a boy when he fell prey to a Cheliaxian press gang. The rest of his childhood and the entirety of his adolescence was spent enslaved aboard a ship serving the House of Thrune. Once he was a man, Corindus managed to escape the ship during a storm and, against the odds, swam to shore, reaching Andoran.
Nearly dead from exhaustion, he was found by a surveyor, Lyra Heatherly, who took him to Augustana for treatment. Corindus struggled for a couple years more to find a place in society in the port city, but found it too unnerving to be this close to the sea. He traveled inland, eventually reaching Oregent. Bitterly realizing that seafaring was the only thing he knew, he took to serving aboard skiffs, ferries, and barges traveling along the river to Darkmoon Vale.
Appearance and Mannerisms:
Corindus stands at 5'9" - although a habit of straightening his back and squaring his shoulders, as though standing at attention, while in conversation makes him seem larger.
His face is sharply weathered from years of salt wind and hard labor on the sea. His close-cropped black hair looks like it has been bleached by the sun, though his eyes remain the color of darkwood. While he remains very lean from years of deprivation, both aboard the accursed Cheliaxian ship he escaped from and on the streets of Augustana, this does not disguise his muscles, thick as a ship’s rigging. Corindus always keeps his upper arms covered to hide the slave brand on his right arm. He avoids making eye contact with others, a habit picked up to avoid inviting the wrath of his old captain or various street thugs. He seldom smiles, self-conscious of the couple teeth he’s lost to fights and past poor hygiene. Nevertheless, he otherwise keeps himself immaculately groomed to distance himself from his rough past.
History/Other with Falcon's Hollow Locals:
Name: Deldrin Baleson Relationship: Often deputizes Corindus History: On one of his first stops in Falcon's Hollow on a barge up from Oregent, Corindus stepped in to help Sheriff Baleson fend off a gang of drunken lumberjacks set upon him by Boss Teedum. Ever since, whenever Corindus is in town, the sheriff seeks him out for help keeping the peace. Other: Baleson recognizes the value of a strong arm possessed by a man who loathes oppression (owing to Corindus' time aboard the Chellish slaveship). The sheriff has repeatedly tried to persuade Corindus to settle in Falcon's Hollow to permanently help in the cold war with the Consortium's goons. ------------------------------ Name: Kabran Bloodeye
Other: Although still wary of serving as one of Baleson's deputies, Corindus never hesitates to help with tasks that set back Bloodeye's dirtier business ventures. Corindus also now waits until he's saved up enough coin to visit Olfden to enjoy some R&R time.
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