I'm going to rudely hedge myself in by submitting a finished character. Thinking of a Dragon's Lair type encounter cluster for my turn, though not decided on the dragon color yet.
Darrak Earringer
Dwarven Fighter 17 (Iron Vanguard)
Str 18 (+4/+12)
Con 20 (+5/+13)
Dex 16 (+3/+11)
Int 12 (+1/+9)
Wis 16 (+3/+11)
Cha 10 (+0/+8)
Init +11; Perception +11
HP: 122, Bloodied 61
Surges: 16, Value: 37
AC 33; Fortitude 28 Reflex 27 Will 24
* No damage from Close and Area attacks on a miss
* Enemies do not gain +2 to attack when they have Combat Advantage
Abilities:
Low-light Vision
Cast-Iron Stomach
Dwarven Resilience
Encumbered Speed
Stand Your Ground
-----
Combat Challenge
Combat Superiority
Fighter Weapon Talent (1-handed)
Enduring Warrior
Ferocious Reaction
Trample the Fallen
Skills (Check penalty -4):
Athletics +13, Dungeoneering +13, Endurance +20, Intimidate +13
Feats:
Armor Proficiency (plate)
Dwarven Endurance
Dwarven Weapon Training
Evasion
Hammer Rhythm
Mettle
Shield Push
Shield Specialization
Uncanny Dodge
At-Wills:
Basic Melee Attack
+18 vs. AC; 1d10+10 damage; miss: 5 damage
Basic Ranged Attack
Ranged 5/10; +15 vs. AC; 1d6+7 damage
Cleave
+18 vs. AC; 1d10+10 damage and adjacent enemy takes 4 damage; miss: 5 damage
Tide of Iron
+18 vs. AC; 1d10+8 damage and push 2; miss: 5 damage; effect: can shift into vacated square
Encounters:
Frontline Surge (P)
+18 vs. AC; 2d10+10 damage and push 2, can shift into vacated square and allies within 2 can shift 1; miss: 5 damage
Mountain Breaking Blow (17)
+18 vs. AC; 3d10+10 damage and push 4, can shift the same distance if ends adjacent; miss: 5 damage
Anvil of Doom (13)
+18 vs. AC; 2d10+10 damage and stunned until end of next turn; miss: 5 damage
Come and Get it (7)
Close Burst 3; enemies in burst must shift 2 to adjacent, then Close Burst 1; +18 vs. AC; 1d10+10 damage
Utilities:
Inexorable Shift (P, Encounter Move)
Shift into any adjacent square, occupying enemy pushed 2
Interposing Shield (16, Encounter Interrupt, when adjacent ally is hit)
Ally gains +4 to AC and Reflex against attack
Into the Fray (10, Encounter Minor)
Move 3, must end adjacent to enemy
Unbreakable (6, Encounter Interrupt)
Reduce damage by 10
Boundless Endurance (2, Daily Minor, stance)
Gain Regeneration 7 while bloodied
Dailies:
Serpent Dance Strike (15)
+18 vs. AC; 2d10+10 damage and prone; miss: 5 damage; effect shift 1 and repeat attack up to three times, each time against new target
Shift the Battlefield (9)
Close Burst 1; +18 vs. AC; 2d10+10 damage and slide 1; miss: half damage
Crack the Shell (5)
+18 vs. AC; 2d10+10 damage, ongoing 5 damage and -2 AC (save ends both); miss: 5 damage; Reliable
Equipment:
+4 Dwarven Plate Armor (17)
+4 Frost Warhammer (18)
Horned Helm (16)
Cloak of Resistance +3 (12, 13k gold)
Boots of Spider Climbing (5, 1k gold)
Gauntlets of the Ram (8, 3,4k gold
Handy Haversack (10, 5k gold)
Paragon Belt of Vigor (12, 13k gold)
9x Potion of Vitality (15, 1k gold each)
Heavy Shield, +1 throwing hammer, Standard adventurer's kit
Personality:
While Darrak does care about protecting his allies, he is usually motivated more by frustration when his enemies ignore him. He enjoys pushing his enemies around and luring them in for a smack.
Background:
The Earringer clan claims to sport the greatest hammer-wielding warriors of their city. Whether the claim is true has never been truely put to test, but the clan sends its proudest warriors around the world to collect new magical hammers and armor for the next generation every 40 years to support it