Well, due to constant PM failures I'm just gonna post my sheet here
I must worn you all, I am a poor RPer, a worse writer and DnD does nothing but confuse me, but regardless of what Yoda would say, I will try!
<spoiler=Character Bio>
Name: Lemnosk
Race: Dragonborn
Age: 36
Gender: Male
Height: 7' 0"
Weight: 340 lbs
Appearance: Very tall and heavy-set, even for a Dragonborn. Has Golden coloured scales that make the most useless camouflage of all species to ever exist, has a extremely short snout that makes him the laughing stock of any dragonborns around, although the short snout looks oddly disturbing to other races, even terrifying to some.
Background: Raised in a small Dragonborn community in a forest, was always bigger than the others his age but was often abused by the other Cubs, nicknamed "No Snout" and "Flatface"
At the young age of Twenty he snapped and learnt of his affinity for magic by causing a forest fire, killing the rest of the community.
He decided that with his new found abilities he was going to become all powerful and get everything he ever wanted, this did not work out however as he spent the next sixteen years wondering around looking for food, working as a doorman at taverns and using his appearance to steal from travellers.
Traits: Is not even slightly as strong as his size would suggest, Has a tendency to lose his temper, Is a complete and utter coward.
I don't know what much of this means and if you even need it all, but here you go
<spoiler=Character Sheet>Male Dragonborn Wizard
Lemnosk
Level 1
Evil
Strength 14 (+2)
Constitution 14 (+2)
Dexterity 11 (+0)
Intelligence 16 (+3)
Wisdom 13 (+1)
Charisma 12 (+1)
Height: 7' 0"
Weight: 340 lb
Scales: Gold
Eyes: Red
Hair: None
Maximum Hit Points: 24
Bloodied: 12
Surge Value: 8 [includes draconic heritage]
Surges / Day: 8 [includes constitution modifier]
Size: Medium
Speed: 6 squares
Vision: Normal
Initiative: 1d20 +0 = + 0 [dexterity]
Base Strength Attack: 1d20 +2 = + 2 [strength]
Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +3 = + 3 [intelligence]
Base Wisdom Attack: 1d20 +1 = + 1 [wisdom]
Base Charisma Attack: 1d20 +1 = + 1 [charisma]
Armor Class: 13 = 10 + 3 [intelligence]
Fortitude Defense: 12 = 10 + 2 [constitution]
Reflex Defense: 13 = 10 + 3 [intelligence]
Will Defense: 13 = 10 + 2 [wizard] + 1 [wisdom]
Armor: None (street clothes)
Shield: None
Attacks:
Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Dragon Breath +4 [base constitution attack + 2] vs reflex; damage1d6+2 [constitution]
Magic Missile +3i [base intelligence attack] vs reflex
Scorching Burst +3i [base intelligence attack] vs reflex
Force Orb +3i [base intelligence attack] vs reflex
Acid Arrow +3i [base intelligence attack] vs reflex
Flaming Sphere +3i [base intelligence attack] vs reflex
Freezing Cloud +3i [base intelligence attack] vs fortitude
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
Base Saving Throw: d20 vs 10
Encumberance 4e
Normal Load: 140 lb.
Heavy Load: 280 lb.
Maximum Drag Load: 700 lbs
Encumberance 3.5
Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.
Languages: Common; Draconic;
Rituals Known:
Skills:
Acrobatics: +0 = 0 [dexterity]
Arcana: +8 = 3 [intelligence] + 5 [class training]
Athletics: +2 = 2 [strength]
Bluff: +1 = 1 [charisma]
Diplomacy: +1 = 1 [charisma]
Dungeoneering: +6 = 1 [wisdom] + 5 [class training]
Endurance: +2 = 2 [constitution]
Heal: +1 = 1 [wisdom]
History: +5 = 3 [intelligence] + 2 [Dragonborn]
Insight: +6 = 1 [wisdom] + 5 [class training]
Intimidate: +3 = 1 [charisma] + 2 [Dragonborn]
Nature: +6 = 1 [wisdom] + 5 [class training]
Perception: +1 = 1 [wisdom]
Religion: +3 = 3 [intelligence]
Stealth: +0 = 0 [dexterity]
Streetwise: +1 = 1 [charisma]
Thievery: +0 = 0 [dexterity]
Feats:
Expanded Spellbook
At-Will:
Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W] [standard action]
Bull Rush: +2 [base strength attack] vs fortitude [standard action]
Grab: +2 [base strength attack] vs reflex [standard action]
Move grabbed target: +2 [base strength attack] vs fortitude [standard action]
Escape: +0 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action]
Ghost Sound [Wizard][standard action]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard][standard action]
Magic Missile [Level 1]
Scorching Burst [Level 1]
Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions: Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action: Readied action
Other Opportunity Action: Opportunity attack
Other Free Actions: Drop held items; End a grab; Talk
Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest: Healing surges as available
Five minutes: Normal escape from restraints (Acrobatics)
One hour: Forage; Streetwise check
Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Dragon Breath, Fire [Dragonborn][minor action]
Extend an effect on an enemy to last to end of next turn rather than this turn]
Use Implement [free action]
Force Orb [Level 1]
Daily Powers:
Acid Arrow [Level 1]
Flaming Sphere [Level 1]
Freezing Cloud [Level 1]
Reminder to Level 1 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.
Dragonborn
* +2 Strength, +2 Charisma (already included)
* +2 History, +2 Intimidate
* Dragonborn Fury (when bloodied, +1 on attacks)
* Dragonborn Heritage (healing surge includes constitution bonus)
* Dragon Breath
Wizard
* This wizard chose the Orb of Imposition mastery. Remember the option to give a penalty on saving throws equal to your wisdom modifier, or maintain an at-will power for an extra turn.
* Cantrips
* Ritual Casting [bonus feat, not listed above]
* Spellbook
0 lb Backpack
2 lb Bedroll
5 lb Flint and steel
1 lb Pouch (belt) x1
10 lb Rations (1 day) x10
10 lb Rope (50', hempen) x1
2 lb Sunrods x2
4 lb Waterskins x1
2 lb Orb
3 lb spellbook x1