Garadain

Dwarf Monk

Description:

== Created Using Wizards of the Coast D&D Character Builder ==
Garadain, level 3
Dwarf, Monk
Build: Stone Fist Monk
Monastic Tradition Option: Stone Fist
Athlete (+2 to Athletics)

FINAL ABILITY SCORES
STR 16, CON 16, DEX 16, INT 10, WIS 11, CHA 10

STARTING ABILITY SCORES
STR 14, CON 14, DEX 16, INT 10, WIS 11, CHA 10

AC: 18 Fort: 15 Ref: 15 Will: 13
HP: 38 Surges: 10 Surge Value: 9

TRAINED SKILLS
Athletics +11, Endurance +11, Heal +6, Insight +6

UNTRAINED SKILLS
Acrobatics +4, Arcana +1, Bluff +1, Diplomacy +1, Dungeoneering +3, History +1, Intimidate +1, Nature +1, Perception +1, Religion +1, Stealth +4, Streetwise +1, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Dwarf Racial Power: Dwarven Resilience
Monk Feature: Stone Fist Flurry of Blows
Monk Attack 1: Lion’s Den
Monk Attack 1: Five Storms
Monk Attack 1: Open the Gate of Battle
Monk Attack 1: Masterful Spiral
Endurance Utility 2: Inspiring Fortitude
Monk Attack 3: Enduring Champion

FEATS
Level 1: Improved Monk Unarmed Strike
Level 2: Unarmored Agility

ITEMS
Monk unarmed strike x1
Ki Focus x1
Adventurer’s Kit
Cloth Armor (Basic Clothing) x1
Iron Body Ki Focus +1
Bracers of Mighty Striking (heroic tier)
Reading Spectacles
Flowform Cloth Armor (Basic Clothing) +1
Instant Campsite
== End ==

Bio:

Unnamed Dwarf left the normal Dwarven life to study in a monastary and become a Monk. He took to the physical training fine but could never get the mental focus aspect to work. After a decade of failure he left the monastary, dejected. Not welcome back in the Dwarf lands, and largely without a trade, he had no means to make money, but quickly realized that most towns were happy to bet on the local tough farm boy in a bare knuckle match vs the out of towner.

He was squeeking out a living with his fists, enough for ale, food, and sleeping in stables, when a bard looking to get ahead happened to see one of his fights. Seeing potential, he offered to help the Dwarf build up his fights, and handling the betting end of things. The two quickly found that their combined efforts yielded much more coin than before.

Since then they’ve pick up the 4th son of an unpopular duke, who can act as a tough if things get testy, but mainly uses to his knowlege of how cities work, and diplomacy skills to make sure the fights go smoothly, with no interference from the guard. Also, a travelling Dwarven Cleric of Moradin wishes to bring his fellow Dwarf back into the fold of Dwarven society, but failing that is happy to travel with the group, spreadin the word of Moradin and healing the fighter when required.

They’re not opposed to helping people out with problems, but like to see some coin on their end. The Cleric would like to see them lean a bit more on the charity side of things, but the other three are all about the coin.

Garadain

Order of the Arcane Fist Hailnurgle