OOC: Okay, I'll give it a shot.
Ban Lu focuses on helping his allies in the struggle against the terrible spider Oni. He calls upon divine power to bring down the foe and bolster his allies. His divine shield continues to protect them all (+2 to AC for encounter).
OOC:
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Lance of Faith Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally’s attack.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Increase damage to 2d8 + Wisdom modifier at 21st level.
or
Sacred Flame Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
Increase damage to 2d6 + Wisdom modifier at 21st level.
If someone gets wounded he'll switch to
Healing Strike Cleric Attack 1
Divine radiance gleams from your weapon. When you smite your enemy, your deity bestows a minor blessing in the form of healing for you or one of your allies.
Encounter ✦ Divine, Healing, Radiant, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
If someone gets bloodied he'll use Healing word:
Healing Word Cleric Feature
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) ✦ Divine, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
He'll use his implement for all attacks:
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily + Healing): Free Action. Trigger: You use your second wind, or you use a power that allows you to spend a healing surge to regain hit points. Effect: One ally within 5 squares of you can spend a healing surge.
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Ability Scores
Str 12 Con 10 Dex 13 Int 12 Wis 18 Cha 13
Init +1; Vision normal; Perception +5
AC 17; Fort 14; Ref 14; Will 20
Hit Points 32
Bloodied 16; Healing Surge 8; Surges/Day 7+0Con
Speed 6
Feats
Astral Fire +1 damage with fire or radiant power
Human Perseverance +1 to saves
Weapon Focus Unarmed strike +1 damage with unarmed strike attacks
Innate Martial Arts Unarmed strike attack +3 proficiency 1d4+str attack with a +1 to unarmed grab attempts
Martial Arts Training Use powers with Unarmed Strike
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