I'm very interested in playing. My current pitch is a Half-orc monk. I noticed that there was already a monk in the crew, but I figure a group of 12 is bound to have a little redundancy

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1. About me
[SBLOCK]I've been playing various RPG's for about 15 years. Right now, most of my time is devoted to WHFRP and D&D. I tend to move around a fair amount, so I play primarily online. Hobbies include watching hockey, writing for Wikipedia, and skiing. I'm in the process of applying to graduate school as part of my quest to be totally unemployable, so I spend a lot of my time reading and slowly but surely teaching myself a couple foreign languages that I need for my studies (dead Middle Indo-Aryan dialects, anyone?). Style of play- I like a pretty even mix, with maybe a little more emphasis on puzzle solving and combat than deep imersion roleplaying. I used to really love the Dragonlance setting, but I feel like its been driven into the ground. I really like the flavor of Eberron, but haven't gotten to play in the setting as much as I would like- I keep creating characters for games that never really get off the ground. I used to always play Wizards and Thieves in 2nd ed, but I've branched out since the 3rd edition came around- still a lot of Rogues, but a few Fighters, Monks, Clerics, Rangers, and Sorcerors as well.
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2. Character Background and Stats
[SBLOCK]
Name: Khol
RACE: Half-Orc
ALIGNMENT: Lawful Good
DEITY: Ilmater (Monastic Order of the Broken Ones)
AGE: 24
HEIGHT: 6'
WEIGHT: 200 lb
EYES: Black
HAIR: None
SKIN: Grayish
SEX: Male
Physical Description: Khol is tall and imposing, but not nearly as wide or heavyset as most
half-orcs- instead, he is composed entirely of wiry, compact mussel. He's dressed in a
sleeveless, hooded gray tunic accented with red-brown cuffs and trim. His calf-length breeches are tied tight against his lower legs, providing greater mobility. His shaven head makes clear the heavy ridges of his skull, and his skin is of a grayish tone common to half-orcs. His lower tusks protrude from his jaw, giving him a fierce, bestial appearance.
Personality: Khol is quiet and reserved, and extremely serious. He has lived his entire life
learning the ways of discipline, and absorbing the stoic attitudes of the priests and servents
of Ilmater. He has also been taught compassion, and is eager to help those in need,
particularly children and the defenseless. He is calm and unruffled in most situations, but
when an innocent is threatened or harmed, his orcish heritage emerges in a protective rage.
Because he has lived most of his life in the cloistered confines of the monastery, he knows
little about the outside world, and so is often hesitant to offer up opinions or
recommendations. He also realizes that his bestial appearance puts off many people,
contributing to making him even more shy and reserved.
Character Region: The Dalelands
History: The temples of Ilmater have long been the last refuge of the desperate in the Realms. Such was the case for the unknown parents or family of Khol, who left their apparently unwanted child on the steps of an isolated temple in the Dalelands some 24 years ago. The temple was no stranger to foundlings- indeed, its reputation for taking in any, no matter how crippled or unwanted may have guided his parents there- and soon made a place for Kohl, putting him to light housework in the temple in exchange for providing a basic education, and instructing him in the teachings of Ilmater.
But there was more to the temple than just prayers and dishwashing. The temple had once been visited by a traveling group of Tethyrian monks of Ilmater, who had taught the local Dalelands monks the martial ways. It was in these ways that Kohl soon began to be educated, each day learning more and more and soon demonstrating a natural talent for the martial arts. Kohl passed years in the temple in this fashion, his life split between hard
labor and the study of the combat arts. At times, the monks would journey to nearby towns and villages to participate in rituals honoring Ilmater, or to provide aid to poor communities. At times during these outings Kohl was exposed to the prejudice against half-orcs that is found in many communities, but his strong religious beliefs kept these encounters from fostering bitterness.
Finally, the master teacher of the temple passed away. The remaining students in the monastery were hardly equal to the task of providing Kohl with further instruction; by imitating his teachers and carefully applying himself, he had already surpassed most of the other students. Recognizing this fact, Kohl was selected by the abbot for a special duty. He would carry the ashes of his teacher to Cormyr, to return them to his master's place of birth. Additionally, Kohl was instructed that he was to seek out a new teacher for himself in the martial arts, so that he might continue to develop his skills and put them to use in the service of Ilmater. So Kohl set out from his long-time home, not knowing if or when he might return. He traveled to a small village in Cormyr, enshrining his teacher's relics in the village temple. Setting out from the village, he realized that for the first time in his life he was without any set schedule or duties, other than his charge to seek out a new teacher and to develop his own talents. The nearby city of Wheloon seemed as good a place as any to begin a journey, but somehow something seemed to always keep him from leaving...
CLASS: Monk 1
HP: 9/9
AC: 16 = 10 +2 Dex + 2 Wis
SPEED: 30 ft.
INIT: +2
BAB: +1
(20 Point Buy: Starting Array Str 13, Dex 14, Con 12, Int 12, Wis 14, Cha 8)
STR: 15 (+2)
DEX: 14 (+2)
Con: 12 (+1)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 6 (-2)
FORT: +3 = +2 Class, +1 Con
REF: +4 = +2 Class, +2 Dex
WILL: +4 = +2 Class, +2 Wis
MELEE BONUS: +3
RANGED BONUS: +3
WEAPON:
Unarmed Attack (+4, 1d6+2/20/x2)
Masterwork Quarterstaff (+4, 1d6+2/1d6+2/20/x2, 4 lb) (Regional equipment)
Dagger (+3, 1d4+2/19-20/x2, 10 ft., +2 Sleight of Hand, 2 lb)
Sling (+3, 1d4+2/20/x2, 50 ft., 0 lb)
Kama (+3, 1d6/20/x2, 2lb)
SKILLS:
Tumble (+2 Dex, +4 ranks)
Climb (+2 Str, +4 ranks)
Move Silently (+2 Dex, +4 ranks)
Jump (+2 Str, +4 ranks)
SPECIAL ABILITIES:
Darkvision 60 ft., Flurry of Blows (-2/-2), AC Bonus (+2)
Feats: Weapon Focus (Unarmed Attack), Stunning Fist (1/day), Improved Unarmed Strike
LANGUAGES: Common, Orc, Chondathan
MONEY: 10 gp,3sp
EQUIPMENT: Monk's Outfit, pouch of sling bullets (10, 5 lb)
Backpack (bedroll, waterskin, 5 days trail rations)
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I may not be entirely done buying equipment, but that's likely the bulk of it.