Here's what I got so far:
[sblock=Aridha the White Tiger]Name: Aridha
Class: Ranger 20
Alignment: Unaligned
Race: Elf
Deity:
Size: Medium
Age:
Gender: Female
Height: 5' 2"
Weight: 110 lbs
Eyes: Green
Hair:
Abilities
Str: 22 [+6], Dex: 20 [+5], Wis: 16 [+3]
Con: 13 [+1], Int: 11 [10], Cha: 10 [+0]
Hit Points: 120 Bloodied: 60
Healing Surges: 7/day Healing Surge hp gained:30 HP per level: 5
Action Points: 1
Speed: 7 squares
Armour Class: 33
Fortitude Defence: 31
Reflex Defence: 31
Will Defence: 27
Initiative: +15
Skills:
Nature +20
Acrobatics +20
Athletics +21
Perception +20
Stealth +20
Languages: Common, Elven
Feats:
1 Two Weapon Fighting (+1 damage when using 2 melee weapons)
2 Elven Beast Mastery (Beast benefits from Wild Step and Elven Accuracy)
4 Elven Precision (+2 to reroll from Elven Accuracy power)
6 Two Weapon Defense (+1 AC and Reflex when using 2 melee weapons)
8 Beast Protector (Opportunity attack when enemy attacks beast)
10 Coordinated Opportunity (+2 damage on opportunity attacks when beast is adjacent to target)
11 Hunter's Advantage (+2 dmg against Combat Advantage)
12 Defensive Advantage (+2 AC when you have combat advantage)
14 Bleeding Precision (Daily attack powers do 5 ongoing damage, save ends)
16 Evasion (No damage from missed area or close attacks)
18 Secret Stride (No penalty to stealth checks due to movement)
20 Combat Anticipation (+1 defenses vs ranged, area or close attacks)
Race Traits:
Vision: Low-light
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that
relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an encounter power. Reroll an attack. Use result even if worse than original.
Class Abilities:
Ranger
Beast Mastery (Cat)
Hunter's Quarry +2d6
Feral Spirit
Fearsome Partnership, beast is +2 damage when within 10sq
Feral Action, beast gets +4 atk when AP spent for 1 turn
Spirit Link, use your healing surges to give beast 2nd wind
At-Will
Circling Strike, +23 vs AC, 1d6+11, Beast shifts 1 before or after
Twin Strike, +23 vs AC, 1d6+5, 2 attacks
Pack Alertness - Minor (Both beast & master roll perception +2 and use better result, if one notices something, both do)
Quick Recovery - Reaction (Trigg - Beast recieves effect save can end, beast gets saving throw at +3)
Encounter
Feral Diversion, +24 vs AC, 2d8+9, Bease can shift 3sq before attack, you can shift 3sq after attack as free action)
Cheetah's Rake, +23 vs AC, 1d6+11, Close burst 1, targets are immobilized and prone until end of next turn
Knockdown Pounce, +23 vs AC, 2d6+11 (Push 2sq and prone), Beast shifts speed before attack
Beast Rush, +24 vs AC, 1d8+7, 2nd Atk +23 vs AC, 1d6+11, Beast can shift 3sq before attack
Weave Through The Fray - Interrupt (Trigg - Enemy moves adjacent to you, Effect: Shift 3 sq)
Swiftness of Spirit - Minor (Beast takes move, or has +2 to hit on next attack)
Elven Accuracy
Daily
Twin Soul Strike, +23 vs AC, 3d6+11, 2nd Atk, +24 vs AC, 2d8+9,Beast gets CA against your target, you get CA against beast's
Ferocious Roar, +24 vs Will, 2d8+5 psychic, Close Burst 2 (beast), push 1 sq + daze (save ends).
Scent of Fear, +24 vs AC, 3d8+4, Target gives CA to beast and beast basic attacks on minor, until end of encounter
Passing Ambush, +23 vs AC, 3d6+14, Shift 2sq, if you were hidden you remain hidden
Evade the Blow - Interrupt (Trigg - Enemy hits you with melee attack, shift 1sq away from enemy)
Beast - Medium Cat
Str 19, Con 13, Dex 21, Int 7, Wis 15, Cha 7
Speed: 7 sq
AC: 34, Fort 31, Ref 33, Will 32
Hit Points: 174
Attack Bonus: +24
Damage: 1d8+5
Athletics +19, Stealth +20
Gear
Money: 200gp
Coif of Focus (+5 to saves vs Daze or Stun)
Feyleather Assassinbane +4 (Immune to surprise)
Cloak of Survival +4 (Resist Cold/Fire 10, +4 Endurance)
Paired Short Sword +4, 85000
Bracers of Mighty Striking +4, 13000
Strikebacks (Gloves), 5000
Boots of Free Movement +2, 1800 [/sblock]
Still kind of WIPpy, but I think the mechanics are about where I want them. Now my major focus of development is backstory. In short, I know what she is; now I want to know why she is that. Working on ideas, but suggestions are welcome!
As for party role and tactics, Ari's a hybrid beastmaster/2 weapon fighter. She uses +4 Paired shortswords...selected because it's cheaper than getting two separate weapons. The majority of her abilities involve moving, often in tandem with her tiger companion, to melee and then uncorking large amounts of damage. She is particularly dangerous when she has Combat Advantage over a foe, gaining bonuses to AC and damage. Worse still, she gets opportunity attacks, at a bonus to hit, when someone dares hit her beloved tiger and she's nearby.
This all boils down to Aridha, in most situations, getting several attacks per turn at various bonuses. Her tiger is more durable than she is, but doesn't do as much damage. With both of them being fast, with high Stealth and Athletics, and shared senses that make it hard to get past their perception checks, they are ideal scouts as well.