I'm looking for feedback on the following character. Is it worth it to get AC:6 for Speed: 5 or better to keep Speed: 6 with AC: 5? Is there a better Half-Elf power for this build? Since psychic rules aren't out yet the goal here is to create a Path of Light style character and file the serial numbers off the cleric class.
Daily - Avenging Flame
Standard Action - Bastard Sword (two hands)
One creature - +5 vs. AC
Hit: 2d10+3 dmg and ongoing 5 fire dmg (save ends)
If the target attacks it can't attempt a saving throw that turn
Miss: Half dmg and no fire dmg
Encounter - Furious Smash
Standard Action - Bastard Sword
One creature - +5 vs. Fort
Hit: 2 dmg and ally gets +3 to hit and +3 dmg against target for 1 turn
Encounter - Healing Strike
Standard Action - Bastard Sword (two hands)
One creature - +5 vs. AC
Hit: 2d10+3 radiant dmg, target is marked, and you or ally can spend a
healing surge with an additional +1 hit points healed
Encounter - Divine Fortune OR Turn Undead
Divine Fortune
Free Action - Personal
+1 to next attack roll or saving throw
Turn Undead
Standard Action - Close burst 2
Each undead in burst - +1 vs. Will
Hit: 1d10+1 radiant dmg, push 6 squares, and immobilize for 1 turn
Miss: Half dmg, not immobilized or pushed
Encounter (twice) - Healing Word
Minor Action - Close burst 5
You or one ally
Effect: Target can healing surge + 1d6+1 hit points healed
At Will - Righteous Brand
Standard Action - Bastard Sword (two hands)
One creature - +5 vs. AC
Hit: 1d10+3 dmg and one ally gains +2 to hit the target for 1 turn
At Will - Sacred Flame
Standard Action - Ranged 5
One creature - +1 vs. Ref
Hit: 1d6+1 radiant dmg and one ally gains 3 temporary hit points
Str: +2 (14)
Dex: -1 (8)
Con: +3 (16)
Int: +2 (14)
Wis: +1 (12)
Cha: +3 (16)
Hit Points: 28 - 10 healing surges per day (7 hit points each)
AC: 16 - Speed 5 (Chainmail or AC: 15, Spd: 6 with Hide)
Fort: 13
Ref: 12
Will: 15 - Lowlight vision
Religion: +7 (int)
Arcana: +7 (int)
Diplomacy: +10 (cha)
Heal: +6 (wis)
Insight: +3 (wis)
Speaks: Common, Elven, and Primordial
Weapon Proficiency: Bastard Sword, Ritual Caster
Bastard sword, dagger, sling, chainmail, adventurer's kit, ritual book, 13 gp
Daily - Avenging Flame
Standard Action - Bastard Sword (two hands)
One creature - +5 vs. AC
Hit: 2d10+3 dmg and ongoing 5 fire dmg (save ends)
If the target attacks it can't attempt a saving throw that turn
Miss: Half dmg and no fire dmg
Encounter - Furious Smash
Standard Action - Bastard Sword
One creature - +5 vs. Fort
Hit: 2 dmg and ally gets +3 to hit and +3 dmg against target for 1 turn
Encounter - Healing Strike
Standard Action - Bastard Sword (two hands)
One creature - +5 vs. AC
Hit: 2d10+3 radiant dmg, target is marked, and you or ally can spend a
healing surge with an additional +1 hit points healed
Encounter - Divine Fortune OR Turn Undead
Divine Fortune
Free Action - Personal
+1 to next attack roll or saving throw
Turn Undead
Standard Action - Close burst 2
Each undead in burst - +1 vs. Will
Hit: 1d10+1 radiant dmg, push 6 squares, and immobilize for 1 turn
Miss: Half dmg, not immobilized or pushed
Encounter (twice) - Healing Word
Minor Action - Close burst 5
You or one ally
Effect: Target can healing surge + 1d6+1 hit points healed
At Will - Righteous Brand
Standard Action - Bastard Sword (two hands)
One creature - +5 vs. AC
Hit: 1d10+3 dmg and one ally gains +2 to hit the target for 1 turn
At Will - Sacred Flame
Standard Action - Ranged 5
One creature - +1 vs. Ref
Hit: 1d6+1 radiant dmg and one ally gains 3 temporary hit points
Str: +2 (14)
Dex: -1 (8)
Con: +3 (16)
Int: +2 (14)
Wis: +1 (12)
Cha: +3 (16)
Hit Points: 28 - 10 healing surges per day (7 hit points each)
AC: 16 - Speed 5 (Chainmail or AC: 15, Spd: 6 with Hide)
Fort: 13
Ref: 12
Will: 15 - Lowlight vision
Religion: +7 (int)
Arcana: +7 (int)
Diplomacy: +10 (cha)
Heal: +6 (wis)
Insight: +3 (wis)
Speaks: Common, Elven, and Primordial
Weapon Proficiency: Bastard Sword, Ritual Caster
Bastard sword, dagger, sling, chainmail, adventurer's kit, ritual book, 13 gp