1) Double Sword: Luckblade +1 (level 3, Adventurer's Vault) Critical +1d8. Power (Daily): Free Action: Reroll an attack roll you just made. Use the second result even if it's lower. 2) Neck slot: Badge of the Berserker +1 (level 2, Adventurer's Vault) Property: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks. 3) Hide Armor: Breaching Armor +1 (level 3, Adventurer's Vault) Power (Daily, Teleportation): Move action: Use this power when you are adjacent to a wall to teleport to the other side of the wall. This teleport does not require line of sight and moves you no more than three squares. If you attempt to teleport into an occupied square, you go nowhere; your move action is not spent, but the daily power is expended. 4) Double Sword: Rhythm Blade +1 (level 3: Adventurer's Vault 2, Blade Dancer's Regalia) Critical 1d6. Property: While you wield this weapon in your off hand, your shield bonus to AC and Reflex increases by 1. 5) Feet slot: Boots of Adept Charging (level 2, Adventurer's Vault) Property: After charging, you can shift 1 square before your turn ends.