Erwin Hue, good male human Wizard 1
Campaign: Another Day in Cabal
Faction: Union
Erwin is generally easy-going. He tries to do the right thing and help other people, but his motives are not always pure as he likes to take the credit for doing so. He is eager to learn more about magic, as well as to improve his fighting skills and to gain the respect of other people and power over them.
Erwin grew up in a much smaller town many miles from Cabal, though he got the impression that he may have been born in Cabal. It was obvious from a young age that he had both interest in magic and the talent for it. He was given the opportunity to study magic and learned to hunt as well. He recently came to Cabal in order to further his studies, and soon found his way to the Third Precinct. He has been befriended by one of the Retiro Marksmen, Grant Reed, and he suspects this man may be his real father but hasn't asked as he's not sure and doesn't feel it should matter.
Recently he has been plagued by recurring dreams about murdering a young woman. Every time it happens a different way but it is always the same victim. He does not believe he has ever seen this woman in real life, and is horrified by the thought that he might one day meet her. He does not think it is based on a memory as he knows of no such murder.
What I want: 1) A fun, interesting game including RP, combat, and thinking; 2) To determine whether 4e is in fact D&D, and in any case whether it is any good as a RPG.
Appearance: Erwin is 6' tall, light skinned but with dark brown hair, thin but handsome.
[sblock=stats]
Code:
Ability Score Value Modifier
Strength 10 +0 Armor Class 15
Constitution 12 +1 Fortitude Defense 12
Dexterity 14 +2 Reflex Defense 15
Intelligence 18 +4 Will Defense 14
Wisdom 12 +1 Initiative +2
Charisma 12 +1 Speed (Squares) 6
HIT POINTS 22, BLOODIED 11, HEALING SURGE 5 hp
HEALING SURGES/DAY 7 (Use second wind up to 1/encounter)
Current Hit Points 22 Current Surge Uses 7
Basic Attack Name Attack Bonus Damage Range/Properties

Quarterstaff +2 vs. AC 1d8

Magic Missile +4 vs. Reflex 2d4+4 20 squares
FEATS
Action Surge: +3 to attacks when spending an action point
Ritual Caster
Multiclass (Ranger): Warrior of the Wild: gain training in Stealth and can designate a quarry 1/encounter as a minor action.
The enemy nearest you can be designated as your quarry. You gain +1d6 damage vs. that enemy for the remainder of the encounter with 1 attack/round. If you make multiple attacks/round, decide after the attacks are rolled which attack to apply the extra damage to.
RACE FEATURES
Human: +1 Fort, Reflex, Will; +1 at-will power, feat, trained skill
Languages: ?
SKILLS (* trained)
Passive Insight* 16
Passive Perception 11
Arcana* +9
Diplomacy* +6
History* +9
Insight* +6
Perception +1
Nature* +6
Stealth* +7
EQUIPMENT
cloth armor 1 gp
quarterstaff 5 gp
backpack 2 gp
wand 7 gp
spellbook 50 gp
coins 35 gp
CLASS FEATURES
proficiency: cloth armor, dagger, quarterstaff
Cantrips (at will):
Ghost Sound
Light
Mage Hand
Prestidigitation
Wand of Accuracy (+2 to an attack 1/encounter as free action)
At-Will Spells:
Magic Missile Wizard Attack 1
You launch a silvery bolt of force at an enemy.
At-Will

Arcane, Force, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d4 + 4 force damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
Ray of Frost Wizard Attack 1
A blisteringly cold ray of white frost streaks to your target.
At-Will

Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + 4 cold damage, and the target is slowed until the end of your next turn.
Scorching Burst Wizard Attack 1
A vertical column of golden flames burns all within.
At-Will

Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + 4 fire damage.
Encounter:
Icy Terrain Wizard Attack 1
With frosty breath, you utter a single arcane word that creates a treacherous patch of ice on the ground, hampering your foes.
Encounter

Arcane, Cold, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + 4 cold damage, and the target is knocked prone.
Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Daily: (* = prepared)
Flaming Sphere Wizard Attack 1
You conjure a rolling ball of fire and control where it goes.
Daily

Arcane, Conjuration, Fire, Implement
Standard Action Ranged 10
Target: One creature adjacent to the flaming sphere
Attack: Intelligence vs. Reflex
Hit: 2d6 + 4 fire damage.
Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + 4 fire damage. As a move action, you can move the sphere up to 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
* Sleep Wizard Attack 1
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
Daily

Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
Rituals:
Animal Messenger (Nature) 1
Comprehend Languages (Arcana) 1
Silence (Arcana) 1[/sblock]