Z-Leader

The Z Leader is a support character who does his absolute best to keep the group alive and thinking positive. This beacon of hope is likely to become the true secret weapon of any group, for who can stop an enemy who is constantly getting back up? You're smart, charismatic, and your allies wouldn't last long without you.

Armor proficiency: The Leader is proficient with all armors in tiers 1 and 2

Bonus defense: +3 Resolve, +2 Reaction, +1 Repulse

Hit points at first level: 12 + body

Hit points per level: 5

Bonus surges per day: 3

Physical Damage[P]: 1d6

Energy Damage [K]: 1d8

Class features

**Art of healing** – you gain access to the art of healing At-Will power

Art of healing

You channel your ki in such a way that you create a rejuvenating burst

Encounter ✦ Martial, Healing

Minor Action Ranged 5

Special: You can use this power three times per encounter, but only once per round. Increase to six times per encounter at level 16. At level 11 double the range. At level 21 it can end a negative condition that a save can end.

Target: You or one ally in burst

Effect: The target can spend a surge to heal, and regain an additional 1d6 hit points.

**Healing affinity** – You gain a +1 bonus to all powers that have the healing key word

**Combat Doctor** - Your healing abilities heal an additional 1d6 if the target is bloodied, and Art of healing clears a mark that was on an ally instinct times per day.

Action Generation: Generate Action points when...

Defeat a number of opponents equal to half your level in one day

Heal a number of hitpoints equal to your own in one day

Restore a number of surges equal to your Discipline in one day

Level 1 At-Will powers

Saturday Crash

You blast your foe with a ray of brilliant golden ki, leaving them momentarily stunned

At-Will ✦ Martial, Ki

Standard Action Ranged 5

Target: One creature

Attack: Discipline vs Reaction

Hit: 1[K]+spirit damage, and one ally you can see gets a +2 power bonus to his next attack against your target.

Assisting flip kick

You flip kick an enemy, attempting to distract your foe for an ally

At-Will ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 1[P]+Strength damage, and one adjacent ally gains a +1 power bonus to Reaction until the end of your next turn.

Ki boost

You attack an enemy before granting your ally some of your ki, boosting their own power

At-Will ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: Instinct vs Reaction

Hit: 1[P]+Strength damage, and one ally within 5 of you gains a bonus on attack rolls against the target equal to your strength mod until the end of your next turn.

Light Bullet

You fire off a powerful golden ki blast

At-Will ✦ Martial, Ki

Standard Action Ranged 5

Target: One creature

Attack: Tenacity vs Reaction

Hit: 1[k] + spirit damage, and one ally you can see either gains temporary hit points equal to your instinct, or makes a saving throw, their choice.

Level 1 Encounter powers

Killing intent

You momentarily vent your aura and killing intent, showing an enemy who he's dealing with

Encounter✦ Martial

Standard Action Ranged 5

Target: One creature

Attack: Instinct vs Resolve

Hit: The target moves it's movement + your Instinct away from you. The target avoids environmentally unsafe squares, but otherwise moves in a straight line. This movement provokes AOO

Burning Shoot

You concentrate your aura into a flame like state before letting it explode loose in a burst

Encounter✦ Martial, Ki

Standard Action Burst 3

Target: Each enemy in burst

Attack: Discipline vs Repulse

Hit: 2[k] + spirit damage.

Effect: All allies within the burst gain a +2 circumstance bonus to attack rolls until the end of your next turn.

Empowered blow

You reinforce your fists with ki

Encounter✦ Martial, Healing, Unarmed

Standard Action Burst 3

Target: One enemy

Attack: Strength vs Repulse

Hit: 2[P] + Strength damage. You or an ally within 5 may spend a healing surge

Ear Clap

You slam your hands against the sides of your enemies head. Hard.

Encounter✦ Martial, Unarmed

Standard Action Melee

Target: One enemy

Attack: Strength vs Repulse

Hit: 2[p] + Strength damage and the target is stunned until the end of your next turn.

Level 1 Daily powers

Corrosive coating

You coat an enemy in stinging, burning ki

Daily ✦ Martial, Ki

Standard Action Melee

Target: One enemy

Attack: Discipline vs Reaction

Hit: 3[K] + spirit damage and ongoing 5 damage (Save ends)

Miss: Half damage, no ongoing

Special: If the target attempts to attack on its turn, it can't make a saving throw against the ongoing.

Beacon of hope

You power up, letting your aura run wild! Enemies cower at it, Allies rally too it.

Daily ✦ Martial, Ki, Healing

Standard Action Close burst 3

Target: all creatures in burst

Attack: Instinct vs Resolve

Hit: Enemies are weakened until the end of your next turn

Effect: You and all allies in burst regain 5 hit points, and until the end of battle all powers you use with the healing keyword heal an additional 5 hit points.

Shining missile

You power up a ki blast between both hands before hurling it at an enemy, distracting him for an ally.

Daily ✦ Martial, Ki, Healing

Standard Action Ranged 10

Target: One creature

Attack: Discipline vs Reaction

Hit: 3[k] + spirit damage, and the target gains vulnerability 5 against the attacks of an ally you choose(save ends)

Miss: Half damage, but an ally you can see gets a +3 circumstance to his attack roll against that enemy on his next turn.

Split form

You split your existence in two

Daily ✦ Martial

Standard Action Personal

Target: One creature

Effect: You create a copy of yourself in an adjacent square. You are able to move this copy 3 squares per round as a move action. Any enemy that starts its turn next to your multi form takes 1[p] + Wisdom mod damage. The split form lasts wismod rounds

Level 2 utility powers

We can't fail! They're counting on us!

You give a rousing speech that raises the morale of your allies.

Daily ✦ Shout

Standard Action Shout

Targets: You and each ally who can hear you

Effect: Until the end of the encounter, all targets gain a +1 Morale bonus to attack rolls.

Healing hands

You channel your power through your hands, creating a bright yellow glow that rejuvenates.

Daily ✦ Martial, Ki, Healing

Standard Action Melee

Targets: You or one creature

Effect: The target regains hit points as if it had spent a surge.

Dodge!

You shout a warning to your allies

Encounter ✦ Martial, Shout

Standard Action Close burst 10

Targets: You and all allies in burst

Effect: all targets gain a +2 power bonus to Reaction for instinct rounds.

Level 3 Encounter powers

Geyser Shot

You fire a ki blast into the ground, surprising an enemy when it erupts out from under their feet

Encounter✦ Martial, Ki

Standard Action Ranged 5

Target: One creature in range

Attack: Discipline+2 vs Reaction

Hit: 2[K] + spirit damage, and an ally you can see gets combat advantage against any hit enemies.

Sonic Boom

You reach your arms out to your sides, bringing them infront of you with a mighty swing that creates a massive blast of pressure

Encounter✦ Martial

Standard Action Ranged 5

Target: One creature in range

Attack: Speed vs Repulse

Hit: 2[p] + Speed Damage. Push the target 2 squares away from you and knock it prone.

Miss: No damage and push the target back. It does not fall prone.

Commanding Blow

You strike a foe in the gut, uttering a word of warning as you land the blow.

Encounter✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: Instinct vs Resolve

Hit: The target is dazed until the end of your next turn. In addition you can either move the target a number of squares equal to 3 + your instinct, or knock it prone.

Level 5 Daily powers

Zone of deterrent

You channel your powers into the ground, creating an area that is helpful to allies, but harmful to enemies.

Daily ✦ Martial, Ki

Standard Action Burst 1

Effect: You can move the origin of the square up to 3 squares as a move action. Enemies that start their turn in the zone take 1[K] + spirit damage. You and any allies who bloody and start their turns in the zone gain hit points equal to 1 + your instinct. The zone can be sustained as a minor action.

Paralyzing strike

You strike an enemy in his shoulders, paralyzing his arms.

Daily ✦ Martial, Unarmed

Standard Action Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 3[P] + Strength damage, and the target can not attack. (save ends)

Miss: No damage and the target can't attack until the end of your next turn.

Lightning Arrow

You fire an incredibly fast blast from your hand

Daily ✦ Martial, Ki, Lightning

Standard Action Ranged 10

Target: One creature

Attack: speed+2 vs Reaction

Hit: 3[k] + spirit damage and the struck creature takes a -2 penalty to Reaction until the end of the next round.

Miss: Half damage, no negatives to Reaction.

Level 6 Utility powers

Ki no tsurugi

Your training has taught you advanced ki manipulation techniques, including how to create a sword like energy beam

Daily ✦ Martial, Ki

Minor Action Personal

Effect: You may add your instinct to all attack and damage rolls for powers with the 'unarmed' key word. This power lasts for a number of rounds equal to your instinct.

Improved Healing hands

You've found a way to take your healing hands to the next level

Daily ✦ Martial, Ki, Healing

Standard Action Melee touch

Target: You or one ally

Effect: The target regains hit points as if it had spent 2 healing surges.

SPECIAL: This power requires you to know healing hands to be learned. You CAN replace healing hands with this power.

Shake it off!

You try coax the target into shaking off the damage and fatigue of battle

Daily ✦ Martial, Shout, Healing

Standard Action Shout

Target: You or one ally

Effect: The target may spend a surge to heal, add your instinct to the amount of health regained.

Level 7 Encounter powers

Submission ball

You trap an opponent in a ball of yellow energy.

Encounter ✦ Martial, Ki

Standard Action Ranged 4

Target: One enemy

Attack: Discipline vs Reaction

Hit: 2[k] + spirit damage and the target becomes immobilized (save ends). If they fail to save within 3 rounds, the ball explodes, dealing an additional 1[k] + spirit

Rally here!

You attempt to keep your allies spirits high

Encounter ✦ Martial, Unarmed, Healing

Standard Action Melee

Target: One enemy

Attack: Strength vs Reaction

Hit: 2[p] + Strength mod damage. Create a close burst 2. You and each ally in burst may spend a surge to heal and gain an additional amount of hit points equal to your instinct

Energy driver

You hurl a ki blast into the air, letting it explode into a pillar of ki that hits both the sky and the earth.

Encounter ✦ Martial, Ki

Standard Action Ranged 10

Target: One square in range

Attack: Discipline vs Reaction

Hit: 2[k] + Wisdom mod damage. Targets on the ground take an additional 1d6 damage.

Level 9 Daily powers

Energy Barrier

You create a wall of protective ki.

Daily ✦ Martial, Ki

Standard Action Area wall 5 within 10

Effect: You conjure a wall of energy that lasts until the end of the next round unless sustained. The wall can be up to 5 squares long and up to 2 squares high. Creatures, powers, and other attacks can't pass through the barrier. The barrier can be sustained with a standard action.

Aura Channel

You channel your powers through your aura, creating a healing effect around you.

Daily ✦ Martial, Ki, Healing

Standard Action Close burst 2

Target: You and all allies in burst

Effect: Targets regain hit points equal to 10 + your instinct and gain a +2 power bonus to Reaction until the end of battle.

Voltage missile

You charge a ki blast up between your hands before firing it at an opponent. that explodes just before impact

Daily ✦ Martial, Ki

Standard Action Area blast 2 within 10

Target: Each enemy in burst

Attack: Discipline vs Reaction

Hit: 3[k] + spirit damage

Miss: Half damage, and you regain 2 healing surges.

Level 10 Utility Powers

Healing wave

You channel the healing powers you've learned into a kiaihou, healing your allies in range

Daily ✦ Martial, Ki

Standard Action Close burst 3

Target: You and each ally in burst

Effect: All targets regain hit points as though they had spent a surge. Regain an additional number of hitpoints equal to your instinct

Multi form

You split your being into four pieces, creating three copies of yourself that carry a portion of your power.

Daily ✦ Martial

Standard Action Ranged 4

Effect: You create 3 copies of yourself in squares you designate within range. these last instinct rounds. You are able to move these copies 3 squares per round as a move action. These copies can not attack or be attacked. These copies count for flanking, occupying squares, and grant cover to allies, but not enemies. As a swift action these copies can be dismissed.

Emergency projection

you create a thin barrier around an ally at the last second, hoping to help them survive an attack.

Daily ✦ Martial

Immediate interrupt Ranged 5

Trigger: An ally in range is hit by an attack

Effect: the ally gains a +4 power bonus to the defense targeted by the attack until the end of your next turn.

Level 13 Encounter Powers

Inspiring Strike

You do your best to inspire your allies to courage while fighting

Encounter ✦ Martial, healing

Standard Action Melee

Target: One enemy

Attack: Tenacity vs Reaction

Hit: 3[P] + strength damage. You or an ally within 5 of you may regain hit points equal to 15 + your instinct

Miracle Blaster

you generate a ball of ki and hurl it at an enemy, which strikes and then jumps to another enemy before exploding

Encounter ✦ Martial, Ki

Standard Action Ranged 6

Target: One enemy in range

Attack: Discipline vs Reaction

Hit: 1[k] + spirit damage. Make a second attack

Secondary target: One enemy within 3 of the primary

Secondary attack: Discipline+2 vs Repulse

Hit: 2[k] + Spirit damage. The target is stunned (save ends)

Harming Hands

You invert your knowledge of the healing arts, causing harm to anyone you touch

Encounter ✦ Martial, Ki,

Standard Action Melee

Target: One enemy in range

Attack: instinct vs Repulse

Hit: 3[k] + spirit damage, and the target takes a penalty to all defenses equal to your discipline until the end of your next turn.

Masenko

You put your hands infront of your forehead, gathering energy before throwing a beam forward!

Encounter ✦ Martial, Ki,

Standard Action Line 10

Target: All enemies in range

Attack: Tenacity vs Reaction

Hit: 3[k] + spirit damage, If your spirit is higher than the opponents body, you deal an additional half damage.

Level 15 Daily Powers

Storm Line

You launch a blast at an enemy, your ki making them a living lightning rod. The heavens continuously assault the target and his allies.

Daily ✦ Martial, Ki, Lightning

Standard Action Ranged 5

Target: One enemy in range

Attack: Discipline vs Reaction

Hit: 4[k] + spirit damage, and ongoing 10 electrical damage(save ends). While the ongoing damage is active, any ally of the target that starts it's turn within 3 squares of the target takes 2d10 lightning damage.

Miss: Half damage, no ongoing.

Healing Geyser

You hurl a ki blast into the earth, unleashing a geyser of water moments later. Allies that are touched by the water recover, enemies fry

Daily ✦ Martial, Ki, Healing, Water

Standard Action Area burst 3 within 10

Target: All foes in burst

Attack: instinct vs Repulse

Hit: 4[k] + spirit and ongoing 10 Fire damage(save ends). While in the area, all allies regain hitpoints equal to 5 + your instinct. This zone persists for a number of rounds equal to your instinct.

Blast fence

You generate a number of highly explosive blasts that surround you, levitating in the air in wait, going off only when an enemy gets too close.

Daily ✦ Martial, Ki

Standard Action Close blast 3

Trigger: An enemy enters a square with a blast

Effect: Immediately make an attack

Attack: intelligence vs Repulse

Hit: 4[k] + spirit damage, and push the target back a number of squares equal to your instinct. These blasts can be dismissed as a swift action, and can be maintained as a minor action.

Miss: The target takes half damage and must end their movement

Level 16 Utility Powers

Mobile wall

You create a wall of ki that can be moved

Encounter ✦ Martial, Ki

Standard Action Ranged 3

Effect: You create a wall of ki within a designated square in range. While standing behind it, you and allies gain +2 damage reduction against ki attacks. The shield can be moved 3 squares per round as a minor action. The square MUST be in an unoccupied square. It persists until the end of the battle, or dismissed.

Ki Armor

You generate a body hugging aura, thick enough to prevent damage to yourself.

Daily ✦ Martial, Ki

Standard Action Personal

Effect: You gain a +2 Power bonus to Repulse defense and DR5 against all sources for instinct rounds.

Defensive Cloak

You create a thin sheet of ki around an ally.

Daily ✦ Martial, Ki

Standard Action Ranged 5

Target: One ally in range

Effect: The target gains a +5 power bonus to Repulse defense and and DR3 against all sources for instinct rounds.

Level 17 Encounter Powers

Sun's fist

You bring your hands up beside your head, palms facing your face, and create a bright flash of ki

Encounter ✦ Martial, Ki

Standard Action Burst 5

Target: all enemies in range

Attack: Discipline vs Resolve

Hit: The target becomes blind and stunned (save ends)

Miss: The target becomes blind (save ends)

Strike of the Sentinel

You strike an enemy in defense of an ally, aiding their fight.

Encounter ✦ Martial, Reliable

Standard Action Ranged 3

Target: One creature adjacent to an ally in range

Attack: Strength vs Reaction

Hit: move until you're adjacent to the target, this movement does not provoke, and deal 4[p] + spirit + your allies level damage

Miss: The target is not affected and there's no movement.

Hurricane Aura

You let your aura loose, forcefully pushing foes back

Encounter ✦ Martial, Ki, Power up

Standard Action Close blast 4

Target: all creatures you designate in range

Attack: Instinct vs Repulse

Hit: 3[k] + spirit damage, and you push all targets back 3 + your spirit squares, you may spend a healing surge

Miss: The target takes no damage and is pushed back 1 square

Level 19 Daily Powers

Nova Cloud

You create a large orange ki orb, hurling it into the air. On your order, the blast rains down smaller blasts on an area.

Daily ✦ Martial, Ki

Standard Action Area blast 5 within 10

Target: One square within 10, blast centers on that.

Attack: Tenacity vs Repulse

Hit: 4[k] + spirit damage. If your instinct is higher than the opponents spirit, they are hit one more time.

Miss: The target takes half damage and is only hit once.

Special: The orb can be sustained with a minor action

Miracle burst

You gather your power throughout your body, letting it explode in a shining burst of light

Daily ✦ Martial, Ki

Standard Action Close burst 4

Target: all creatures in burst

Attack: Tenacity vs Repulse

Hit: 4[k] + spirit damage. You gain regeneration 10 for a number of rounds equal to your instinct. Any allies caught in the burst may spend a healing surge.

Miss: No damage, and you still gain regeneration. Allies regain hit points equal to your instinct.

Shining spirit

Your powerful spirit shines through your attack

Daily ✦ Martial, Melee, healing

Standard Action Melee

Target: One creature

Attack: Tenacity vs Reaction

Hit: 4[P] + Strength damage. You and all allies within 5 squares of you regain hit points as if you had spent a surge.

Miss: half damage, no healing

Level 22 Utility Powers

Purify

With a quick shot of your healing energy, you remove a negative condition

Daily ✦ Martial, Ki

Standard Action Ranged 5

Target: Yourself or one ally in range

Effect: Every effect that a save can end, ends.

High speed

You channel your ki, allowing you to move faster

Encounter ✦ Martial, Ki

Swift action Personal

Effect: Until the end of your next turn, your flight speed is increased by 4 squares

Sanctuary

You use your abilities to create a safe zone, shielded from view. Allowing the occupant to recuperate

Daily ✦ Martial, Ki

Standard Action Ranged 5

Target: Yourself or one ally in range

Effect: The target is considered invisible to everyone on the field and can not be targeted by allies or enemies. The target regains your instinct hit points every round, up to it's maximum. After a max of your spirit rounds, or when the creature chooses, it re-appears in a square you designate within 5 of you.

Level 23 Encounter Powers

Hurricane kick

You strike an enemy up to three times with a spinning kick, reducing their ability to respond.

Encounter ✦ Martial, Unarmed

Standard Action Melee

Target: One creature, 3 attacks

Primary Attack: Strength vs Reaction

Hit: 1[P] + Strength damage, The opponent takes a -2 to attacks for a number of rounds equal to your strength mod. Make a second attack.

Secondary target: Same as first

Secondary attack: Strength vs Reaction

Secondary hit: 1[P] + strength damage, the opponent takes another -2 to attacks for a number of rounds equal to your strength mod for a cumulative -4. Make a tertiary attack.

Tertiary target: Same as primary

Tertiary attack: Strength vs Reaction

Tertiary hit: 2[P] + strength damage, and the opponent takes a further – 2 for a cumulative total of -6 for a number of rounds equal to your strength mod.

Special: If all three attacks hit, the target also takes a -2 to Reaction defense for the duration, and is stunned until the end of your next turn.

Miss: No damage, no affect to defense, and the target is stunned until the end of your next turn.

Opening blow

You perform a strike that opens the opponent up to a second attack

Encounter ✦ Martial, Melee

Standard Action Melee

Target: One creature

Attack: Strength vs Reaction

Hit: 4[P] + Strength damage. If the attack hits, you may immediately follow it up with any Encounter or At-Will power with the melee keyword as a free action that does not consume the power. The attack for that power gains a +2 power bonus and deals double your strength mod during the damage roll.

Ki blade barrage

You build on the concept of the ki no tsurugi, firing a barrage of sharpened beams.

Encounter ✦ Martial, Ki

Standard Action Blast 4

Target: All enemies in range

Attack: Discipline vs Repulse

Hit: 4[K] + spirit damage. This attack ignores DR.

Level 25 Daily Powers

Blast Magnet

You hit an enemy with a blast that draws your allies ki towards him like a magnet!

Daily ✦ Martial, Ki

Standard Action Ranged 5

Target: One creature

Attack: Instinct vs Reaction

Hit: 5[K] + spirit damage. All allies ranged ki attacks gain a +3 power bonus to their attack roll, and add your discipline to their damage. This effect lasts for 3 rounds.

Miss: Half damage, no other effects.

Sonic buster

You channel ki into your vocal cords, giving them the strength required to unleash a super sonic scream!

Daily ✦ Martial, Ki, Sonic

Standard Action Cone 6

Target: All creatures in cone

Attack: Intelligence vs Resolve

Hit: 5[K] + Intelligence Sonic damage. All struck targets are deafened (save ends)

Miss: No damage, but opponents are deafened for 3 rounds.

Binding Rings

You hurl four rings that strike your opponents wrists and ankles, forming makeshift restraints

Daily ✦ Martial, Ki

Standard Action Ranged 5

Target: One creature in range

Attack: Discipline vs Reaction

Hit: The target becomes restrained (save ends). The save DC is increased by your tier. While restrained in this way, the creature does not get its speed bonus to its Reaction defense.

Miss: Target takes half damage and is restrained until the end of your next turn, but gets it's normal Reaction defense.

Level 27 Encounter Powers

Leader's Lariat

You drive your arm into an enemies throat, continuing on.

Encounter ✦ Martial, Melee

Standard Action Melee

Target: One creature in range

Special: You may move up to three squares as part of this attack

Attack: Strength vs Reaction

Hit: 5[P] + Strength damage and the target is stunned. On hit you have the option to make a Strength check. If your result beats your opponents body, they fall prone and are muted.

Life Siphon

You share your life energy with an ally

Encounter ✦ Martial, Ki

Standard Action Ranged 6

Target: One ally in range

Effect: You lose 10 hit points, and the target may spend a healing surge. If he has no surges left, he gains 10 + your instinct hit points. Once per day, you may use this as an offensive attack, Tenacity vs Resolve. On hit, you syphon instinct + tier hit points from an enemy.

Special: If this power would put you into negative hit points, you automatically stabelize.

Spirit sword

You expand even further upon the concept of Ki no tsurugi, creating a single long beam that can cut and pierce

Encounter ✦ Martial, Ki

Standard Action Ranged 10

Target: One creature in range

Attack: Discipline vs Repulse

Hit: 4[K] + spirit damage. This attack ignores DR

Level 29 Ultimate Powers

Heat Dome

You strike an enemy with a brutal upper cut that launches them into the air above you, before attacking them with a volatile ki blast

Daily ✦ Martial, Melee, Ki

Fullround Action Ultimate Melee

Primary Target: One creature

Primary Attack: Strength vs Reaction

Hit: 3[P] + Strength damage and the target is launched above you, make the secondary attack

Secondary target: Same as primary

Secondary Attack: Instinct+4 vs Repulse

Hit: 5[K] + spirit damage. This attack ignores DR.

Special: If both attacks hit, the enemy takes additional damage equal to your instinct

What I represent can never be destroyed!

You remind your enemy that your spirit, and what you stand for, can never be broken.

Daily ✦ Shout

Fullround Action Ultimate shout

Trigger: You only have 25% health remaining

Effect: You and all allies within 6 squares regain a number of surges equal to your instinct, 2 of which may be spent now as a free action. Furthermore, all allies within distance gain a power bonus to all defenses equal to your instinct for a number of rounds equal to your instinct. Finally, you gain a power bonus to all attack and damage rolls equal to your Instinct until the end of the encounter.

Resuscitate

You give a recently deceased ally all all of your life energy, swapping places with them at death's door

Daily ✦ Healing

Fullround Action Ultimate Ranged 20

Trigger: An ally in range dies.

Effect: You immediately lose all of your hit points, which are transferred to the recently killed ally, reviving them on the spot with the amount of hit points they'd gained. The revived character gains a +4 power bonus to all defenses and attack and damage rolls until the end of the encounter.

Special: This power gives you two additional saves against death.

Rebounding stance

You set yourself in a ready stance, preparing to spring behind missed ally ki attacks and give them a second shot.

Daily ✦ Martial, Stance

Fullround Action Ultimate Stance

Effect: If an ally you can see misses with a ki attack, so long as your speed is higher than the missed foes Reaction, you reflect the missed attack back at them, giving the attack a second chance to hit. This reflection enhances the attack with a +2 power bonus to hit, and adds your wisdom mod to damage.

Blaster Meteor

You surround yourself in a bubble of ki, flaring your power to send ki blasts in every direction.

Daily ✦ Martial, Ki

Fullround Action Ultimate Burst 6

Target: All enemies in burst

Attack: Tenacity +2 vs Repulse

Hit: 8[k] + spirit damage. For every enemy you hit, you may heal any allies caught in the blast for a number of hit points equal to your instinct.