Updated Patresh
I dumped intimidate for diplomacy, figuring we should have some negotiation tactics besides, "Because I'm carrying this big, sharp sword, that's why!"
I went with Wolf Pack Tactics, as it's just useful in more situations (setting up the flank, helping people escape, etc.)
[sblock=here]Name: Patresh
Male Dragonborn Warlord 4
Alignment: Lawful Good
Medium Humanoid, 6’8” tall, 314 lbs, 24 yrs old
Red eyes, Bronze scales
Languages: Common, Draconic
Vision: Normal
Ability Scores (22 Points)
Str: 18 (15+2 racial +1 level)
Con: 14 (13+1 level)
Dex: 13
Int: 12
Wis: 10
Cha: 16 (14+2 racia)
Basic Combat Stats
Hit Points: 41
Bloodied: 20
Healing Surges: 9/day
Healing Value: 13 (10 +2 Draconic Heritage +1 Belt of Vigor)
Initiative: +5 (1 Dex+2 level+2 Combat Leader)
Speed: 5 squares (6 Base-1 armor)
Action Points: 1
Defenses
AC: 21 (+2 level+8 armor+1 shield)
Fort: 17 (4 str+1 class+2 level)
Ref: 14 (1 dex+2 level+1 shield)
Will: 16 (3 cha+1 class+2 level)
Resist 5 Fire, Resist 5 Necrotic
Basic Attacks
Melee: +1 Lifedrinker Bastard Sword Hit: +10 (+4 str+3 prof+2 level+1 enhancement) damage: 1d10+5
Melee: Hit: Damage:
Ranged: Javelin Hit: +8 (+4 str+2 prof+2 level) Damage: 1d6+4 Range 10/20
Weapon & Implement Attack Bonuses for use with Powers
Melee: +1 Lifedrinker Bastard Sword Hit: +6 (+3 prof+1 enhancement+2 level)
Melee: Hit:
Ranged: Javelin Hit: +4 (+2 prof+2 level)
Implement: Hit:
Passive Skills
Perception 12
Insight 17
Skills
Acrobatics +3 (1 dex+2 level)
Arcana +3 (1 int+2 level)
Athletics +11 (4 str+5 trained+2 level)
Bluff +5 (3 cha+2 level)
Diplomacy +10 (3 cha+5 trained+2 level)
Dungeoneering +2 (0 wis+2 level)
Endurance +9 (2 con+5 trained+2 level)
Heal +2 (0 wis+2 level)
History +10 (1 int+5 trained+2 racial+2 level)
Insight +7 (0 wis+5 trained+2 level)
Intimidate +7 (3 cha+2 racial+2 level)
Nature +2 (0 wis+2 level)
Perception +2 (0 wis+2 level)
Religion +3 (1 int+2 level)
Stealth +3 (1 dex+2 level)
Streetwise +5 (3 cha+2 level)
Thievery +3 (1 dex+2 level)
Feats
Weapon Proficiency (Bastard Sword)
Armor Proficiency (Scale)
Soldier of the Faith
Racial Traits and Powers
Dragonborn Fury (+1 attack bonus when bloodied)
Draconic Heritage (add con modifier to healing surge value)
Dragon Breath--Cold, using Str
Class Features
Combat Leader--+2 init for you and allies within 10 squares
Inspiring Presence--When an ally who can see you spends an action point, that ally also regains 5 lost hit points (Cha mod+ 1/2 level).
Inspiring Word--Encounter healing power
At Will Powers
Furious Smash--Martial, Weapon
Standard Action--Melee Weapon
Target: One Creature---- +10 vs. Fort
Hit: 4 damage, one ally adjacent to you or the target gets +3 bonus to attack and damage rolls on his or her next attack aginst the target (on his/her next turn).
Wolf Pack Tactics--Martial, Weapon
Standard Action--Melee Weapon
Target: One Creation---- +10 vs. AC
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action
Hit: 1d10+5 damage
Encounter Powers
Hammer and Anvil--Martial, Weapon
Standard Action--Melee Weapon
Target: One creature---- +10 vs. Reflex
Hit: 1d10+5. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds +3 bonus to the damage.
Dragon Breath--Cold
Minor Action--Close Blast 3
Targets: All creatures in area---- +8 vs. Reflex
Hit: 1d6+2 cold damage
Divine Challenge--Divine, Radiant
Minor Action--Close Burst 5
Target: One creature in burst
Effect: You mark the target. It remains marked unless you fail to engage the target. While marked, it takes -2 penalty to attack rolls for any attack thtat doesn't include you as a target. Also, it takes 6 radiant damage the first time it makes such an attack before the start of your next turn.
Warlord’s Strike--Martial, Weapon
Standard Action-- Melee Weapon
target: One creature---- +10 vs. AC
Hit: 2d10+5 damage. Until the end of your next turn all of your allies gain a +4 bonus to damage rolls against the target.
Daily Powers
Bastion of Defense--Martial, Weapon
Standard Action--Melee Weapon
Target: One creature ---- +10 vs. AC
Hit: 3d10+5 damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain 8 temporary hit points.
Utility Powers
Shake It Off--Martial
Minor Action--Ranged 10
Target: You or one ally
Effect: The target makes a saving throw with a +3 power bonus.
Rituals
Equipment
+1 Lifedrinker Bastard Sword-- Attack and Damage rolls
Crit: +1d6 necrotic
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.
+1 Black Iron Scale Armor--AC
Property: Resist 5 fire and resist 5 necrotic
Shield of Protection, Heavy--
Power (Daily): Standard Action-- You and an adjacent ally gain resist 10 to all damage until the end of your next turn.
Belt of Vigor (heroic tier): Add 1 to healing surge value
Javelin (2)
Standard Adventurer’s Kit
Everburning Torch
Holy Symbol of Bahamut
Tent
Coins- 55gp, 0sp, 0cp
[/sblock]
I dumped intimidate for diplomacy, figuring we should have some negotiation tactics besides, "Because I'm carrying this big, sharp sword, that's why!"

I went with Wolf Pack Tactics, as it's just useful in more situations (setting up the flank, helping people escape, etc.)
[sblock=here]Name: Patresh
Male Dragonborn Warlord 4
Alignment: Lawful Good
Medium Humanoid, 6’8” tall, 314 lbs, 24 yrs old
Red eyes, Bronze scales
Languages: Common, Draconic
Vision: Normal
Ability Scores (22 Points)
Str: 18 (15+2 racial +1 level)
Con: 14 (13+1 level)
Dex: 13
Int: 12
Wis: 10
Cha: 16 (14+2 racia)
Basic Combat Stats
Hit Points: 41
Bloodied: 20
Healing Surges: 9/day
Healing Value: 13 (10 +2 Draconic Heritage +1 Belt of Vigor)
Initiative: +5 (1 Dex+2 level+2 Combat Leader)
Speed: 5 squares (6 Base-1 armor)
Action Points: 1
Defenses
AC: 21 (+2 level+8 armor+1 shield)
Fort: 17 (4 str+1 class+2 level)
Ref: 14 (1 dex+2 level+1 shield)
Will: 16 (3 cha+1 class+2 level)
Resist 5 Fire, Resist 5 Necrotic
Basic Attacks
Melee: +1 Lifedrinker Bastard Sword Hit: +10 (+4 str+3 prof+2 level+1 enhancement) damage: 1d10+5
Melee: Hit: Damage:
Ranged: Javelin Hit: +8 (+4 str+2 prof+2 level) Damage: 1d6+4 Range 10/20
Weapon & Implement Attack Bonuses for use with Powers
Melee: +1 Lifedrinker Bastard Sword Hit: +6 (+3 prof+1 enhancement+2 level)
Melee: Hit:
Ranged: Javelin Hit: +4 (+2 prof+2 level)
Implement: Hit:
Passive Skills
Perception 12
Insight 17
Skills
Acrobatics +3 (1 dex+2 level)
Arcana +3 (1 int+2 level)
Athletics +11 (4 str+5 trained+2 level)
Bluff +5 (3 cha+2 level)
Diplomacy +10 (3 cha+5 trained+2 level)
Dungeoneering +2 (0 wis+2 level)
Endurance +9 (2 con+5 trained+2 level)
Heal +2 (0 wis+2 level)
History +10 (1 int+5 trained+2 racial+2 level)
Insight +7 (0 wis+5 trained+2 level)
Intimidate +7 (3 cha+2 racial+2 level)
Nature +2 (0 wis+2 level)
Perception +2 (0 wis+2 level)
Religion +3 (1 int+2 level)
Stealth +3 (1 dex+2 level)
Streetwise +5 (3 cha+2 level)
Thievery +3 (1 dex+2 level)
Feats
Weapon Proficiency (Bastard Sword)
Armor Proficiency (Scale)
Soldier of the Faith
Racial Traits and Powers
Dragonborn Fury (+1 attack bonus when bloodied)
Draconic Heritage (add con modifier to healing surge value)
Dragon Breath--Cold, using Str
Class Features
Combat Leader--+2 init for you and allies within 10 squares
Inspiring Presence--When an ally who can see you spends an action point, that ally also regains 5 lost hit points (Cha mod+ 1/2 level).
Inspiring Word--Encounter healing power
At Will Powers
Furious Smash--Martial, Weapon
Standard Action--Melee Weapon
Target: One Creature---- +10 vs. Fort
Hit: 4 damage, one ally adjacent to you or the target gets +3 bonus to attack and damage rolls on his or her next attack aginst the target (on his/her next turn).
Wolf Pack Tactics--Martial, Weapon
Standard Action--Melee Weapon
Target: One Creation---- +10 vs. AC
Special: Before you attack, you let one ally adjacent to either you or the target shift 1 square as a free action
Hit: 1d10+5 damage
Encounter Powers
Hammer and Anvil--Martial, Weapon
Standard Action--Melee Weapon
Target: One creature---- +10 vs. Reflex
Hit: 1d10+5. One ally adjacent to the target makes a melee basic attack against it as a free action. The ally adds +3 bonus to the damage.
Dragon Breath--Cold
Minor Action--Close Blast 3
Targets: All creatures in area---- +8 vs. Reflex
Hit: 1d6+2 cold damage
Divine Challenge--Divine, Radiant
Minor Action--Close Burst 5
Target: One creature in burst
Effect: You mark the target. It remains marked unless you fail to engage the target. While marked, it takes -2 penalty to attack rolls for any attack thtat doesn't include you as a target. Also, it takes 6 radiant damage the first time it makes such an attack before the start of your next turn.
Warlord’s Strike--Martial, Weapon
Standard Action-- Melee Weapon
target: One creature---- +10 vs. AC
Hit: 2d10+5 damage. Until the end of your next turn all of your allies gain a +4 bonus to damage rolls against the target.
Daily Powers
Bastion of Defense--Martial, Weapon
Standard Action--Melee Weapon
Target: One creature ---- +10 vs. AC
Hit: 3d10+5 damage. Allies within 5 squares of you gain a +1 power bonus to all defenses until the end of the encounter.
Effect: Allies within 5 squares of you gain 8 temporary hit points.
Utility Powers
Shake It Off--Martial
Minor Action--Ranged 10
Target: You or one ally
Effect: The target makes a saving throw with a +3 power bonus.
Rituals
Equipment
+1 Lifedrinker Bastard Sword-- Attack and Damage rolls
Crit: +1d6 necrotic
Property: When you drop an enemy to 0 hit points or fewer with a melee attack made with this weapon, gain 5 temporary hit points.
+1 Black Iron Scale Armor--AC
Property: Resist 5 fire and resist 5 necrotic
Shield of Protection, Heavy--
Power (Daily): Standard Action-- You and an adjacent ally gain resist 10 to all damage until the end of your next turn.
Belt of Vigor (heroic tier): Add 1 to healing surge value
Javelin (2)
Standard Adventurer’s Kit
Everburning Torch
Holy Symbol of Bahamut
Tent
Coins- 55gp, 0sp, 0cp
[/sblock]