Here's my character from OD&D. This isn't most of it, but this is pretty much all of the personal stats, none of the item stats.
Not trying to stump anyone here, but I'd be interested in how it can be converted to 4E.
Father Benedict Selzkin
Male Human Curate (5th level cleric)
5' 11", 26 1/2 y.o., 185#, brown hair, brown eyes.
Symbols: Alpha, Omega, Circle.
Str: 12 (+50 coins carried w/o penalty)
Int: 11 (No bonus languages)
Wis: 15 (+10 XP bonus for all in class XP)
Con: 7 (40% system shock - used for diseases, resurrection, some poisons, etc.)
Dex: 8 (-1 missile attacks)
Cha: 13 (+1 reaction bonus, max 5 hirelings)
Saving throws:
Death Ray / Poison: 10
Magic Wand: 11
Turn to Stone / Paralysis: 13
Dragon Breath: 15
Spells or Magic Staff: 14
HP: 20
AC: 4 (with armor - no dex penalty in OD&D)
Move: 9, Run 18
Alignment: Lawful
Languages: Common, Lawful (alignment language), Special (unknown to party at the moment) - Plus literate in all of these in any phonetic construction I wish to use. Which would be only one, as I only know the one Common alphabet). I can interpret languages I can read in Common in other symbols / alphabets with time.
Flail: 1d8 sm+med, 1d8 Large
Sling: 1d4 sm+med, 1d4 Large
Mace of Disruption: 1d8 sm+med, 1d8 Large (no magic bonus I know of, good chance to disintegrate any Undead on a hit)
Class Abilities:
Turn Undead: rolls 2d6+character level (+5) (2d6HD) as a 1st level Cleric (2nd with ring on - see below)
Weapon proficiencies: All armor, shields, non-edged weapons.
Clerical spells: 2 slots at 1st level or 1 slot at 2nd. Only 1 1st level slot when not wearing ring of... I don't know. Psychic deflation?
1st level spells: List of 6 maximum, these are the standard for my order. Custom upon request and research and.. just a number of other factors.
1. Cure Light Wounds - 1d6+"character" level
2. Purify Food & Water - Enough for 1 person / "character" level
3. Detect Magic - Shows all sorts of pretty colors. Lasts about 1 hour
4. Detect Evil / Alignment - Shows all sorts of pretty colors. Lasts about 1 hour
5. Protection from Evil / Alignment - Has multiple weird effects. I'm still learning this one
6. Light - 24 hours? Can't recall off hand.
Some of these may be permanent. Honestly, most spells are permanent until dispelled.
2nd level spells I haven't really explored so you can skip them.
Psionics: 120 Power Points: (costs are per use) - Unusable when ring is on.
Attack: 60 strength - Mind Crush, cost 20pp (destroys subject mind, chance for permanent damage)
Defense: 60 strength - Iron Will, cost 20pp (area effect that protects from psychic attacks, like AC)
Telepathy: possible to any creature, but limited to the language I speak "in my head" (the ones I know)
Range: sound of my voice (though I don't really speak)
Cost: 0, but PP must be at 100 or more.
Levitation: self only
cost: 1pp / turn (10 minutes is a turn, so this can go on a long time. Ben levitates in his sleep too)
Hypnosis: May be used telepathically. Effects everyone who can hear me and understand my words. This is effectively similar to 3e's "Suggestion" spell, but persistent every round until save ends.
Cost: 1pp/ low level or normal intelligence creatures (6 max/rd)
6pp / even higher level or above normal intelligence creatures (3 max/rd)
Molecular Rearrangement: (self only)
Cost: 1pp/turn for like materials (20 hours)
2pp/round for similar materials (1 hour)
6pp/round for harder materials (20 min)
This one is harder to describe. I don't lose my shape, but can pass through keyholes if the form of air. I can only change into things I am touching so fire injures me to change into it. I like to change into a beam of light on occasion. I travel in a straight line Instantaneously until I run into an obstacle (like a moon for instance), next round I can spend 6pp more to change direction for more instantaneous travel. The change to light thing is awesome, but leaves me naked wherever I show up. I can change into healing potion too, but if I were "drank" less of me would change back (the parts not in someone's stomach) and I would take damage for that. Tons of other potentials I haven't mentioned and/or tried.
Power Point Recovery: (zero during combat)
6pp/hour talking, 12pp/hour resting quietly, 24pp/hour sleeping.
Healing is per the normal rules: 1hp / night's rest. As the only quote/unquote "healer" in the group I don't use spells in combat for more than healing unless we have a plan for one or more of mine. Given the selection has no combat spells, that hasn't happened yet. Lots of spell use out of combat though.
Encumbrance: 540 / 1080 /1620 / 1800 max coins (weight is given in coins - 10 coins to the pound) With Medium armor (9 speed, not 12) I can take 108 pounds of gear without any further slowing, but my armor counts towards that total.
Most of the character is stuff about the campaign and a sizable equipment list (at church, with me at the moment, stored with so and so, etc.) I left these out as the best stuff we have is really cool in the way Molecular Rearrangement is cool. We can use the stuff for months and still not know everything it can do. Plus, I don't expect magic item write ups as most of the ones we use are group owned, shared, or stored for later trading or use.