Marsh, Templar Monk

Description:

Initiative +4
Perception +1
HP 25, Bloodied 12
AC 18, Fort 14, Ref 17, Will 13
Healing Surges 6, Value 6
Speed 6
Action Points 1

Unarmed Strike (standard; at-will) * Martial
+8 vs. AC; 1d8 damage

Stone Fist Flurry of Blows (free action, when you hit with an attack; at-will) * Psionic
Effect: the target takes 5 damage. If the target wasn’t targeted by the triggering attack, the damage increases by 2.

Dancing Cobra (standard and/or move; at-will) * Full Discipline, Implement, Psionic
Attack: +6 vs. Reflex; 1d10 + 5 damage (critical 1d12 + 15). If the target has made an opportunity attack against you during this turn, the target takes an extra 1 damage.
Move: Move 8 squares.

Five Storms (standard and/or move; at-will) * Full Discipline, Implement, Psionic
Attack: Close burst 1; each enemy you can see in burst; +6 vs. Reflex; 1d8 + 5 damage (critical 1d12 + 13).
Move: Shift 2 squares.

Drunken Monkey (standard and/or move; encounter) * Full Discipline, Implement, Psychic
Attack: +6 vs. Will; 1d8 + 5 damage (critical 1d12 + 13), and you side the target 1 square. The target then makes a melee attack as a free action against the enemy of your choice. The target gains a +1 bonus to the attack roll.
Move: You move 8 squares. You ignore difficult terrain and gain a +1 power bonus to all defences against opportunity attacks.

Templar’s Fist (standard; encounter) * Arcane, Implement, Psychic
Close burst 5: +6 vs. Will; 1d10 + 5 psychic damage (critical 1d12 + 15), and the target is slowed until the end of your next turn.
Effect: The next ally who hits and damages the target before the end of your next turn gains a +3 power bonus to attack rolls until the end of his or her next turn.

Whirling Mantis (standard action; daily) * Implement, Psionic
Effect: Shift 6. If Marsh enters a square adjacent to an enemy during this shift, you slide that enemy 1 square. You can slide each enemy only once during the shift. After the shift, make the following attack.
One, two, or three creatures: +6 vs. Fortitude; 2d10 + 5 damage (critical 1d12 + 25), and the target is slowed (save ends). Miss: Half damage, and the target is slowed until the ends of your next turn.

Unarmed Defence
When you wear cloth or no armour and don’t use a shield you gain a +2 bonus to AC.

Bastion of Mental Clarity (immediate interrupt, when an enemy hits or misses Marsh’s Will defence; encounter)
Close burst 5; Marsh and each ally within the burst. Effect: each target gains a +4 bonus to Will defence until the end of Marsh’s next turn.

Dual Soul
At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you can make the saving throw against the effect at the end of your turn.

Telepathy
You can communicate with any other creature that has a language and is within line of sight and within 5 squares of you.

Lucky Start
Make first attack roll twice if your initiative roll is the highest.

Supreme Flurry (free action, when you use flurry of blows; daily) * Psionic
You shift 3 squares and flurry of blows again.

Skills Acrobatics (Dex) +9, Athletics (Str) +7, Insight (Wis) +3, Stealth (Dex) +11, Thievery (Dex) +9
Feats Hafted Defence, Lucky Start
Str 14 ( +2) Dex 18 ( +4) Wis 13 ( +1)
Con 8 ( -1) Int 10 ( +0) Cha 12 ( +1)
Equipment +1 vicious staff

Bio:

Marsh, Templar Monk

The Return of Guistenal alqemyst