Name: Althous
Race: Human
Alignment: Good (Chaotic Good)
Class: Monk (Centered Breath)
Paragon Path: Ghostwalker
Background: Artisan
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Temple of the Seven Fortunes
The path to inner peace is often a conflicted road. Before one may understand tranquility one must first experience adversity. Only by transforming obstacles into opportunities may one begin to live a harmonious life. This is the essence of the way.
Each blessing of the seven fortunes is a thing to be done, not a thing to have. Many who claim to possess a virtue are only fooling themselves and those that listen to him. What man can say that he is honorable or sincere? Only one who is neither. But one could say, in this situation I acted honorably, or in my dealings yesterday I was sincere. The way does not require more than this.
[sblock]The monks of the Seven Fortunes do not live in temples that are high on mountain tops or hidden in ancient forests. Their temples are found wherever people live, whether a massive metropolis or lonely hamlet. The philosophy of the seven fortunes teaches that one must live and experience life in order to truly understand it. Therefore the monks engage themselves in whatever communities they find themselves, but usualy do not openly identify themselves as such. The idea that a person is a thing because they are named it goes against their teachings, so the temples are often disguised behind some other business.
Slow Billows Forge
There's a temple in the city of Waterdeep, though most inhabitants of the city only know of it as the Slow Billows Forge, a blacksmiths guild that produces excellent work but takes longer than most to do so. The act of creation, of action that makes a thing, resonates with their philosophy and the trade is seen as a useful learning exercise as well as providing money for the temple and serving as its disguise. The craft of forging requires patience, strength, and concentration, as a single mistake at the wrong moment can ruin a piece.
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Althous grew up on the streets of Waterdeep among the docks and with other kids that had either run away or been abandoned by their parents and the city. The streets became his new parents and his fellow thieves his siblings. It was a rough childhood and he probably wouldn't have lived to be an adult if he hadn't tried to rob from the Slow Billows Forge. The surprisingly agile blacksmiths caught Althous and offered to let him live with them instead of sending him to prison.
When they took him in he was a brash thug, hiding his hear beneath false cruetly. It took years of hard work at the forge and unnatural patience from the monks, but over time he was able to shed the street persona and begin to find balance within himself and the world. Through meditation at the forge he learned patience, but he didn't forget the children that still lived on the streets. While most of the monks preferred to stay within the compound Althous would go out into the streets, trying to help and protect the kids that hadn't been as lucky as him. There are dark powers beneath Waterdeep however, that profit from the street gangs thefts and chaos, and they named Althous their enemy. Through conflict comes enlightenment, and after each battle, victory, and defeat Althous grew stronger in his Way.
He found that the enemies he fought beneath Waterdeep had connections that seemed to stretch all across Toril, and no matter how many he defeated, more seemed to arrive each day. To combat the larger threat, he left Waterdeep and began traveling across Toril, seeking out those that harm the innocent and helping those in need, whether with a strong fist or a finely crafted horseshoe.
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CB Summary
[sblock]====== Created Using Wizards of the Coast D&D Character Builder ======
Althous, level 12
Human, Monk, Ghostwalker
Monastic Tradition Option: Centered Breath
Human Power Selection Option: Heroic Effort
Occupation - Artisan (+2 to Athletics)
FINAL ABILITY SCORES
STR 11, CON 13, DEX 21, INT 11, WIS 19, CHA 11
STARTING ABILITY SCORES
STR 10, CON 12, DEX 16, INT 10, WIS 16, CHA 10
AC: 28 Fort: 26 Ref: 28 Will: 27
HP: 80 Surges: 8 Surge Value: 20
TRAINED SKILLS
Acrobatics +16, Athletics +13, Endurance +15, Perception +15, Thievery +16
UNTRAINED SKILLS
Arcana +6, Bluff +6, Diplomacy +6, Dungeoneering +10, Heal +10, History +6, Insight +10, Intimidate +6, Nature +10, Religion +6, Stealth +11, Streetwise +6
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Monk Feature: Centered Flurry of Blows
Monk Attack 1: Five Storms
Monk Attack 1: Fallen Needle
Monk Attack 1: Call up the Savage Wind
Monk Attack 1: Cyclone Scourge
Monk Utility 2: Careful Stride
Monk Attack 3: Wind Through the Willows
Monk Attack 5: Water Gives Way
Monk Utility 6: Purifying Meditation
Monk Attack 7: Strike the Avalanche
Monk Attack 9: Crane Dance
Monk Utility 10: Iron Dragon Defense
Ghostwalker Attack 11: Tormented Spirit
Ghostwalker Utility 12: Soul Dance
FEATS
Level 1: Ki Focus Expertise
Level 1: Fluid Motion
Level 2: Implement Focus (Ki focuses)
Level 4: Deadly Draw
Level 6: Unarmored Agility
Level 8: Improved Defenses
Level 10: Superior Implement Training (Mountain ki focus)
Level 11: Uncanny Dodge
Level 12: Defensive Advantage
ITEMS
Monk unarmed strike x1
Iron Body Mountain ki focus +2 x1
Amulet of Protection +3 x1
Gambit Cloth Armor (Basic Clothing) +3 x1
Boots of the Fencing Master x1
Iron Armbands of Power (heroic tier) x1
Gauntlets of Blood (heroic tier) x1
Belt of Nourishment x1
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Knight Hospitaler
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Knight Hospitaler Starting Feature (1st level): You gain the shield of devotion power.
Knight Hospitaler Level 5 Feature (5th level): You can request food and lodging for yourself and your traveling companions from any temple affiliated with your hospitaler order, or from any noble household. Your request for hospitality will be honored in all but the most unusual circumstances.
Knight Hospitaler Level 10 Feature (10th level): You can use shield of devotion twice per encounter.
Shield of Devotion
With a quick prayer you bestow minor healing on a stricken ally, then prepare yourself to smite the enemy who struck your friend.
Encounter Divine, Healing
Immediate Reaction Close burst 5
Trigger: An ally within 5 squares of you takes damage from an enemy attack.
Target: The triggering ally
Effect: The target regains hit points equal to your Wisdom modifier or Charisma modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.
Level 11: The target regains hit points equal to 5 + your Wisdom modifier or Charisma modifier.
Level 21: The target regains hit points equal to 10 + your Wisdom modifier or Charisma modifier.
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Sources
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Powers
Fallen Needle - Dragon 389
Five Storms - PHB 3, pg 65
Call up the Savage Wind - Heroes of the Elemental Chaos, pg 71
Wind through the Willows - Dragon 404
Strike the Avalanche - PHB 3, pg 69
Tormented Spirit - PHB 3, pg 76
Cyclone Scourge - Heroes of the Elemental Chaos, pg 71
Water Gives Way - Dragon 404
Crane Dance - PHB 3, pg 69
Soul Dance - PHB 3, pg 76
Careful Stride - PHB 3, pg 67
Purifying Meditation - PHB 3, pg 68
Iron Dragon Defense - PHB 3, pg 70[/sblock]