Initiative: 0
Action Points: 1
Max Hit Points: 29hp
Bloodied: 14hp
Healing: 9hp
Surges: 6/day
2nd Wind: 1/encounter
AC: 17
Fort: 17 (+2 class)
Ref: 10
Will: 11
+5 Str: 20 (+2 race)
+2 Con: 14
+0 Dex: 11
-1 Int: 8
+0 Wis: 10
+1 Cha: 12 (+2 race)
Movement: 5
Vision: Normal
Passive Insight: 10
Passive Perception: 10
Skills:
0 Acrobatics DEX
-1 Arcana INT
10 Athletics STR (+5 trnd)
1 Bluff CHA
1 Diplomacy CHA
0 Dungeoneering WIS
2 Endurance CON
0 Heal WIS
1 History INT (+2 race)
0 Insight WIS
8 Intimidate CHA (+2 race) (+5 trnd)
0 Nature WIS
0 Perception WIS
-1 Religion INT
0 Stealth DEX
6 Streetwise CHA (+5 trnd)
0 Thievery DEX
Languages: Common, Draconic.
Name: Torrin
Level: 1
XP: 0
Race: Dragonborn
Role: Defender
Class: Fighter
Build: Great Weapon
Paragon Path: -
Epic Destiny: -
Source: Martial
Gender: Male
Size: M
Age: 15
Height: 6’2”
Weight: 220lbs
Alignment: Unaligned
Deity: Kord
Proficiencies: cloth, leather, hide, chainmail, & scale armor; light & heavy shields; simple & military melee and simple & military ranged weapons.
Load: 90lbs / 200lbs
Equipment: 10g
-Maul 2d6, 12lbs
-Scale Armor +7 AC, 45lbs
-SAK: a backpack, a bedroll, flint and steel, a belt pouch, two sunrods, ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin. 33lbs
Race & Class Features:
-Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Combat Superiority:
An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Fighter Weapon Talent:
You gain a +1 bonus to 2 handed attack rolls. (Already included in calculations)
Combat Challenge:
Every time you attack an enemy (hit or miss) you can mark that target. The mark lasts until the end of your next turn.
While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A new mark supersedes a mark that was already in place. Also, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Feats:
- Potent Challenge
Benefit: If you hit a foe with an attack granted by your combat challenge class feature, with a two-handed weapon, add +2 damage.
AT WILL POWERS:
Cleave: martial, weapon.
standard, melee weapon.
Target: one creature
Attack: +6 vs AC
Hit: 2d6+5, and an enemy adjacent to you takes 5 damage.
Reaping Strike: martial, weapon.
standard, melee weapon.
Target: one creature
Attack: +6 vs AC
Hit: 2d6+5
Miss: 5 damage
ENCOUNTER POWERS:
Villain’s Menace: martial, weapon.
standard, melee weapon.
Target: one creature
Attack: 6 vs AC
Hit: 4d6+5, you gain a +2 to attack and a +4 to damage against the target until the end of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of the encounter.
Dragon Breath: Electricity
minor action, close blast 3
Target: all creatures in area
Attack: +7 vs reflex
Hit: 1d6+3
DAILY POWERS:
Steel Serpent Strike: martial, weapon
standard, melee weapon
Target: one creature
Attack: +6 vs AC
Hit: 4d6+5, and the target is slowed and can’t shift until end of your next turn.
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Only 56 minutes to build

I pulled the name from the suggested list, I liked the sound of it.
I think that the maul will win out over the axe in game, but I do think the axe is a bit "cooler".
I think that ice breath is in line with the "Jason Dragonbourne" idea (the butt kicker with ice in his veins). Fire is nifty (and useful when adventuring) but many enemies have fire resistance.
Lastly, sorry but no I can't level out the build for you. There is only one way for an adventurer to get to level 30, 1 encounter worth of xp at a time.
