I have four:
Gloom: a tiefling Rogue|Warlock hybrid multiclassed into Assassin. Level 5.
His patron is the Blood Oak from the Underdark sourcebook (fey pact, but with an entity of the feydark rather than the feywild). He has a bit of an eladrin inferiority complex, so he takes teleport powers whenever he can. He plays a bit like Nightcrawler -- sneaking and bamfing around the battlefield and stabbing you in the face when you least expect it. In the last encounter, he teleported from hiding onto the back of a flying drake 35' in the air for a sneak attack on its rider.
Zal: a level 6 human ensnaring Swordmage|Warden hybrid, my attempt to make the stickiest defender I possibly could.
He can maintain two marks constantly (aegis plus one adjacent target) and extend it to three if needed. His opportunity attacks inflict slow, as does his aegis teleport. His warden daily is Form of Winter's Herald, which makes every square within 2 of him difficult terrain for his enemies. If that's expended, his fallback is the swordmage utility 6 power Treacherous Ice, which prevents enemies from shifting out of squares adjacent to him. And thanks to Impaling Thrust, his crits immobilize (since I would almost never choose the damage on a crit; we have a perfectly good Ranger in the party with a +2 Vicious Longbow for that). Because he's so sticky, he ends up soaking up a ton of damage -- his mark is almost always respected. But hey, he's the defender! And he forms a solid front line duo with the party's dragonborn bravura Warlord. We started in the Chaos Scar, but he and the party are currently in search of the White Lotus Academy.
Gral: a level 3 malediction Invoker of Kord.
I loved the malediction Invoker when I read the build. Born to a plains tribe, the first in seven generations to forge a divine covenant, he has a Destiny with a capital D -- or at least, he thinks he does. He's a true debilitator, inflicting penalties to attacks and damage, causing enemies to take damage when they miss, slow, or even stun (save ends) with his daily. He's built primarily with burst and blast attacks, so he belongs up in the front lines of our party with the warden and avenger, getting in the enemy's face and setting them up for his allies.
Joharn: a level 1 whirlwind Barbarian multiclassed into Monk. Dual-wielding bastard swords at level 1, need I say more?
Maybe a little. His father was the equivalent of a Crusader who "went native," settling in southern lands and raising a family. Joharn was so taken with the military traditions of his heritage that he went north to a military academy (Monk multiclass for Stone Fist Flurry of Blows), but his fighting style was too undisciplined, so he became a mercenary. The rest of the party is entirely martial, so Joharn is the only one who can attack multiple enemies per round. It's pretty hilarious having the barbarian as the "controller," but with his Flurry of Blows, he can hit two enemies with his bastard swords and then a third with the pommel of one of them. Of course, he doesn't inflict status ailments, he just kills the crap out of whatever's in his way. This game seems to be dying, though, which is disappointing because Joharn is a ton of fun both RP-wise (personality-wise, he's a bit like Karsa Orlong in the Malazan books) and in a fight.