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Concept and backstory
Ash (more like a nickname, she doesnt share her whole name) is a tall Eladrin woman standing nearly 6ft tall, with long flowing silvery hair, a fair skin and pearly virbrant purple eyes. Many years ago, Ash ran from the feywild to live with her human lover, a young girl she met during her frequant trip to the natural world. They lived happily togheter in a small house in the forest, near a human village. Most of the villagers did not approve of this union and did not hide their feelings about the two young girls. Pranks after pranks, insults after insults, they only grow closer to each others, ignoring the remarks. One day, one of the prank went to far and some of the villagers burned the house down. Ash and her lover were trapped in the house but Ash miraculously escaped the flames, after seeing her other half swallowed by the wild flames. Ash was lost and was taken over by madness and hate; she grabbed the first weapon she could lay her hand on and murdered most of the villager in her rage. Men, women and children did not matter. They took away the life of the one person shs loved the most, they deserved to die.... that is what she thought. Ash then disapeared for years, escaped back to the feywild. She eventually came back to the natural world, filled by grief and guilt. She travels the world with a broken heart, trying to be forgiven for what she did...
Ash is mostly an offensive focused fighter. she can strike within the blink of an eye and hit with deadly precision with her favored weapon; the longspear.
Ash
Female Eladrin Fighter 6
Initiative 7; Perseption 23 ; Insight 16
HP 60 ; Bloodied 30 ; Healing Surge 15; Surges Per Day 11
AC 21 (23 w/ Heavy shield) ; Fort 20, Ref 17 (19 w/ Heavy Shield), Will 18
Speed 6 (5 in scale mail)
Action Points 1
Alignment Unaligned; Languages Common, Elven
Str 17 (+1 lv)
Con 15
Dex 14 (+2 race)
Int 14 (+2 race)
Wis 16 (+1 lv)
Cha 12
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Racial Features:
+2 dexterity, +2 intelligence
Low-Light Vision
Eladrin Education; +1 trained skill
Eladrin Weapon Profiency; Longsword
Eladrin Will: +1 will defence. +5 saving throw vs charms effects
Fey Origin
Trance
Feystep power
Class Features:
Combat Challenge. mark for -2 attack rolls, opportunity attacks
Combat Superiority. Wis to opportunity attacks. cancel movement.
Fighter Weapon Talent; two handed. +1 to attack rolls
Bonus Defence; +2 fortitude
Proficiencies:
Armor: Cloth, Leather, Hide, Chainmail, Scale, Light Shield, Heavy Shield
Weapon: Simple Melee/Ranged. Military Melee/Ranged
Basic Melee Attack; Vicious Longspear +2
+11 vs AC. 1d10+7. +2d12 critical. Reach
Basic Melee Attack; Vicious Longsword +1
+10 vs AC. 1d10+5. +1d12 critical
Basic Ranged Attack; Longbow
+7 vs AC. 1d10+2.
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Feats:
1 Eladrin Soldier. +2 damage rolls w/ longswords and all spears.
2 Quick Draw. +2 initiative. Draw weapon with attack action.
4 Alertness. +2 perseption, don't grant combat advantage when surprised.
6 Student of Battle. Inspiring word 1/day. Intimidate skill training
Skills:
Athletics 10 (-2 with heavy shield)
Endurance 10
Heal 11
Perseption 13
Intimidate 8
Gear 84 gp.
Vicious LongSpear +2 (lv7)
+4 hit, 1d10+2.
effect: +2d12 on critical. Reach
Black Iron Scale Mail +1 (lv 4)
+8 AC, Resist 5 fire, Resist 5 necrotic. Speed -1
Amulet of Protection +2 (lv 6)
+2 fortitude, reflex, will defences.
Everlasting Provision. (840gp lv 4)
After an extended rest, the basket create enough food for 5 medium creature for 24 hours)
Vicious Longsword +1 (520gp, lv 2)
+4 hit, 1d8+1
effect: +1d12 critical hit
Heavy Shield ( 10gp)
+2 AC/Reflex. -2 Checks.
Longbow (30gp)
+2 hit. 1d10. range 20/40, load free
Arrows (30) (1gp)
Standard Adventurer's Kit (15 gp)
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Powers:
At Will:
Reaping Strike. Melee Weapon
+11 vs AC. 1d10+7
Miss: 3 damage
Sure Strike. Melee Weapon
+13 vs AC. 1d10+4
Encounter:
Fey Step. (Move)
Teleport 5 square
Covering Attack. Melee Weapon.
+11 vs AC. 1d10+7
Hit: An ally adjacent to you can shift 2 squares.
Armor Piercing Thrust. Melee Weapon
+13 vs AC. 1d10+9
Daily:
Villain's Menace. Melee Weapon
+11 vs AC. 2d10+7.
Hit: +2 power bonus to attack rolls. +4 power bonus to damage rolls. (encounter, against the target)
Miss: +1 power bonus to attack rolls. +2 power bonus to damage rolls. (encounter, against the target)
Dizzying Blow. Melee Weapon, Reliable.
+11 vs AC. 3d10+7
Hit: target is immobilized (save ends)
Inspiring Word. Healing, minor, range close burst 5.
1 ally or self
effect: target spend 1 healing surge +1d6 hp.
Utility:
Boundless Endurence. Stance. (minor, Daily)
Gain regeneration 4hp while bloodied.
Battle Awareness. Personal, no action. (Daily)
+10 initiative check