Obryn
Hero
First - WOOHOO! I get to play some 4e instead of DMing it! This takes the sting off the no-Gen-Con thing 
Second, I'm making my character. We're starting at 5th level, and the party badly needs a Fighter of some sort for battlefield control. As it stands, they have (IIRC)...
* Dragonborn Paladin
* ?? Tactical Warlord
* Elf Cleric (ranged mostly)
* Tiefling Warlock
* Dragonborn Ranger
* Some kind of Wizard
Now, not everyone is there every session, so it's usually 5 players.... now plus me. I'm angling for more of a control-the-field-and-mark-everything fighter than for a kill-things-fast fighter, and just to make it interesting I thought I'd give a half-orc spiked chain tempest fighter a shot.
As of level 5...
Str 19 (from 18)
Con 13
Dex 17 (from 16)
Int 8
Wis 14
Cha 10
I thought about having 18's in Str/Dex, but the actual benefits I get from Dex seem fairly small. Also, if we hit 8th level, a boost would be nice.
Feats:
* Spiked Chain Training (the Multiclass feat; planning on picking up the Utility which will give me threatening reach down the road.)
* Weapon Expertise: Flail
* Thirst for Battle (+3 Init, +1 surge)
Expertise is boring, but I really, really want to hit with my exploits - particularly Footwork Lure.
Powers:
* Dual Strike, naturally
* Footwork Lure for the incredible control it offers with a reach weapon
* Funneling Fury for the double attack and movement
* Sweeping Blow for a close burst 1, with flail synergy
* Harrier's Ploy, to stick with the idea of a mobile skirmisher
* Rain of Steel, which has an awesome synergy with Footwork Lure and the eventual spiked chain/threatening reach utility power. Also, I love the blender-of-death effect.
Item-wise, I went with a simple Dynamic Spiked Chain +2 (for a quick javelin when I need it), Serpentskin Hide +1, and a Cloak of Distortion +1. They just seemed like the best fits.
Any suggestions for anything I'm missing? I mostly want to do the battlefield control shtick - I want to have access to a large area, stay mobile, and move my enemies around the battlefield while keeping them marked.
Thanks!
-O

Second, I'm making my character. We're starting at 5th level, and the party badly needs a Fighter of some sort for battlefield control. As it stands, they have (IIRC)...
* Dragonborn Paladin
* ?? Tactical Warlord
* Elf Cleric (ranged mostly)
* Tiefling Warlock
* Dragonborn Ranger
* Some kind of Wizard
Now, not everyone is there every session, so it's usually 5 players.... now plus me. I'm angling for more of a control-the-field-and-mark-everything fighter than for a kill-things-fast fighter, and just to make it interesting I thought I'd give a half-orc spiked chain tempest fighter a shot.
As of level 5...
Str 19 (from 18)
Con 13
Dex 17 (from 16)
Int 8
Wis 14
Cha 10
I thought about having 18's in Str/Dex, but the actual benefits I get from Dex seem fairly small. Also, if we hit 8th level, a boost would be nice.
Feats:
* Spiked Chain Training (the Multiclass feat; planning on picking up the Utility which will give me threatening reach down the road.)
* Weapon Expertise: Flail
* Thirst for Battle (+3 Init, +1 surge)
Expertise is boring, but I really, really want to hit with my exploits - particularly Footwork Lure.
Powers:
* Dual Strike, naturally
* Footwork Lure for the incredible control it offers with a reach weapon
* Funneling Fury for the double attack and movement
* Sweeping Blow for a close burst 1, with flail synergy
* Harrier's Ploy, to stick with the idea of a mobile skirmisher
* Rain of Steel, which has an awesome synergy with Footwork Lure and the eventual spiked chain/threatening reach utility power. Also, I love the blender-of-death effect.
Item-wise, I went with a simple Dynamic Spiked Chain +2 (for a quick javelin when I need it), Serpentskin Hide +1, and a Cloak of Distortion +1. They just seemed like the best fits.
Any suggestions for anything I'm missing? I mostly want to do the battlefield control shtick - I want to have access to a large area, stay mobile, and move my enemies around the battlefield while keeping them marked.
Thanks!
-O