I would recommend taking one at-will that is single target (ie magic missile, ray of frost, or cloud of daggers) for when you want to attack that one monster that is flanked by your buddies and don't want a friendly-fire incident. I think it would probably be good to have an AOE at-will as well, for obvious reasons...More thoughts on my at-wills: We have three melee people(warlord, brawny rogue, and pally) Scorching burst could be replaced with cloud of daggers(maybe, I hope). Minions are not required in fights, so we shouldn't expect them in every one. With three dragonborn, we should have enough area effects to mitigate the loss of scorching burst. I will probably end up taking SB and TW, but I'll wait for some comments.
That's true, I completely forgot that you get fey step. And if there's someone harassing you for more than a round or two then Sargil (and Patresh, to a lesser degree) isn't doing his job very wellWhile we have three breath weapons, they have no range, and therefore don't fully replace SB. You can place the burst anywhere, making it much more useful in many situations. With your fey step ability the push of thunderwave seems somewhat less necessary. You can just 'port away and blast whatever was attacking you.
[COLOR="DeepSkyBlue"][B]SAPHALAXIS ASTRALARICARIN[/B][/COLOR]
Dragonborn Brawny Rogue 4
[B]Alignment:[/B] Unaligned
Medium Humanoid, 6'1", 320 lbs, 22 years old
Blue scales, black eyes
[B]Languages:[/B] Common, Draconic
[B]Vision:[/B] Normal
[B]Ability Scores:[/B]
Str 16 +3 / +5 (14 +2 racial)
Con 12 +1 / +3 (11 +1 level)
Dex 18 +4 / +6 (17 +1 level)
Int 10 +0 / +2
Wis 10 +0 / +2
Cha 14 +2 / +4 (12 +2 racial)
[B]Initiative:[/B] +6 [B]Action Point:[/B] 1
[B]Perception:[/B] 12 [B]Insight:[/B] 17
[B]HP:[/B] 44 [B]Surges/Day:[/B] 6
[B]Bloodied:[/B] 22 [B]Surge Value:[/B] 12
[B]AC:[/B] 19 (+2 lvl +4 Dex +3 armor)
[B]Fort:[/B] 16 (+2 lvl +3 Str +1 amulet)
[B]Ref:[/B] 19 (+2 lvl +4 Dex +1 amulet +2 class)
[B]Will:[/B] 15 (+2 lvl +2 Cha +1 amulet)
[B]Speed:[/B] 6
[B]Sneak Attack:[/B] 2d8+3
[B]Basic Attacks:[/B]
+1 duelist dagger: +10 vs AC, 1d4+4 damage
hand crossbow: +8 vs AC, 1d6+4 damage
[u][B]At-Will Attack Exploits:[/B][/u]
[COLOR="Lime"]Piercing Strike[/COLOR] - Martial, Weapon
Standard Action; Target: One creature
Attack: +11 vs. Reflex
Hit: 1d4+5 damage.
[COLOR="lime"]Riposte Strike[/COLOR] - Martial, Weapon
Standard Action; Target: One creature
Attack: +11 vs. AC
Hit: 1d4+5 damage. If target attacks you before the start of your next
turn, you make a riposte attack as an Immediate Interrupt.
Riposte: +10 vs. AC dealing 1d4+4 damage.
[u][B]Encounter Attack Exploits:[/B][/u]
[COLOR="Red"]Dragon Breath[/COLOR] - Lightning
Minor Action; Close blast 3; Targets: All creatures in area.
Attack: +7 vs. Reflex
Hit: 1d6+1 lightning damage
[COLOR="red"]Dazing Strike[/COLOR] - Martial, Weapon
Standard Action; Target: One creature
Attack: +11 vs. AC
Hit: 1d4+5 damage, and the target is dazed until the end of your next turn.
[COLOR="red"]Setup Strike[/COLOR] - Martial, Weapon
Standard Action; Target: One creature
Attack: +11 vs. AC
Hit: 2d4+5 damage, and the target grants combat advantage to you until
the end of your next turn.
[u][B]Encounter Utility Exploits:[/B][/u]
[COLOR="red"]Master Of Deceit[/COLOR] - Martial
Free Action; Personal
Trigger: You roll a Bluff check and dislike the result.
Effect: Reroll the Bluff check. You decide whether to make the reroll before
the DM announces the result.
[u][B]Daily Attack Exploits:[/B][/u]
[COLOR="DimGray"]Easy Target[/COLOR] - Martial, Weapon
Standard Action; Target: One creatures
Attack: +11 vs. AC
Hit: 2d4+5 damage, and the target is slowed and grants combat advantage
to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until
the end of your next turn.
[B]Magic Item Powers:[/B]
[COLOR="DarkOrange"]+1 Bloodcut Leather Armor[/COLOR]
Healing Surge: While bloodied, gain Resist 10 to all damage
until end of your next turn.
[COLOR="darkorange"]+1 Duelist Dagger[/COLOR]
Critical: +1d6 on crit, or +1d8 if you have combat advantage.
Daily: Minor Action: You have combat advantage against the next
creature you attack with this weapon this turn.
[COLOR="darkorange"]+1 Safewing Amulet[/COLOR]
Effect: When falling, reduce distance by 10ft.
[B]Race and Class Features:[/B]
Dragonborn Fury (when bloodied, gain a +1 to attack)
Draconic Heritage (healing surge value equal to 1/4 max HP + Con mod)
Dragon Breath (use dragon breath as an encounter power)
First Strike (combat advantage against any enemies not yet acted)
Brutal Scoundrel (gain bonus to Sneak Attack equal to Str mod)
Rogue Weapon Talent (+1 to attacks with dagger)
Sneak Attack (2d8+3 extra damage when you have combat advantage)
[B]Feats:[/B]
Backstabber (raise sneak attack dice from 2d6 to 2d8)
Surprise Knockdown (on a crit when you have combat advantage, knock
opponent prone)
Toughness (gain an extra 5 hp per tier)
[B]Skills:[/B]
Acrobatics: +6 (+2 lvl +4 Dex)
Arcana: +2 (+2 lvl +0 Int)
Athletics: +10 (+2 lvl +3 Str +5 trained)
Bluff: +9 (+2 lvl +2 Cha +5 trained)
Diplomacy: +4 (+2 lvl +2 Cha)
Dungeoneering: +2 (+2 lvl +0 Wis)
Endurance: +3 (+2 lvl +1 Con)
Heal: +2 (+2 lvl +0 Wis)
History: +4 (+2 lvl +0 Int +2 racial)
Insight: +7 (+2 lvl +0 Wis +5 trained)
Intimidate: +6 (+2 lvl +2 Cha +2 racial)
Nature: +2 (+2 lvl +0 Wis)
Perception: +2 (+2 lvl +0 Wis)
Religion: +2 (+2 lvl +0 Int)
Stealth: +11 (+2 lvl +4 Dex +5 trained)
Streetwise: +9 (+2 lvl +2 Cha +5 trained)
Thievery: +11 (+2 lvl +4 Dex +5 trained)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.