[QUOTE=Kythras]Well, whilst I would not deign to call myself an expert, I have been playing D&D for about two and a half years with a group of my mates at school.[/QUOTE]
Heh, you probably are better with things than I am. I'm still trying to switch over to the newest version from being used to 2nd edition from years ago.
@Kipi, Looking back over the timing of things, based on the time mentioned I think that would be midnight on Saturday night/ Sunday morning for me. I could try it, although if I end up working early on Sunday's at some point, that would ruin things. Working all day Saturday too might ruin that, or I'd be late if I closed Saturday, being that I normally don't get out of work until 1am or later in that case.
In any case, I offered to make a character sheet to be used as a guideline, whether or not I end up joining. I don't know how you're doing equipment, so I'll just use what it says for the PHB average for a wizard for a starting character. It doesn't show up on the SRD.

I'll also assume that I can just spend 20 gp and say I have "camp equipment", so I don't have to go through the trouble of listing all of it. Rope, bedroll, torches, flint and tinder, rations, pouches, backpack, a set of clothes, etc. If that's not alright, I'll put things down and do the math however.
I put links to...well, you'll see. This way, if you need to refer to something on my sheet, you can just click on whatever it is you are looking at. If you do happen to make your own thread of character sheets like you said, which is a good idea, beware all the code. It's messy when you open it up to edit so you can copy everything. It
is handy, as both a player and a DM to have those links there during the game however. Saves time while playing for looking things up.
My Rolls:
4d6+0
2,5,6,6+0 = 19, drop 2-17
4d6+0
1,6,3,5+0 = 15, drop 1-14
4d6+0
2,1,1,3+0 = 7, drop 1-6
4d6+0
5,3,5,6+0 = 19. drop 3-16
4d6+0
4,3,2,1+0 = 10, drop 1-9
4d6+0
5,2,4,3+0 = 14, drop 2-12
[INDENT]Magrus (It's easy

)
Alignment: Chaotic Neutral
1st Level
Dwarf Wizard -
Evoker (Fire Varient)
HP-7
Str - 9 (9; -1 Penalty)
Dex - 16 (16; +3 Bonus)
Con - 16 (14+2 Racial=16; +3 Bonus)
Int - 17 (17; +3 Bonus)
Wis - 12 (12; +1 Bonus
Cha - 4 (6-2 Racial=4; -3 Penalty)
Initiative +3 (Dex)+4 (Imp Init)=+7
BAB+0
Attack -1 (melee), +3 (ranged), -1 grapple
Full Attack
AC - 10+3(Dex)=13
Touch- 13
Flat-footed- 10
Fort 0+3 (Con)=+3
Ref 0+3 (Dex)=+3
Will 2+1 (Wis)=+3
Skills: (2+3)x4=20
Concentration -4+3(Con)=+7
Decipher Script -2+3(Int)=+5
Knowledge(Arcana) -4+3(Int)=+7
]Knowledge(Architechture and Engineering) -2+3(Int)=+5
Knowledge(Nature) -2+3(Int)=+5
Knowledge(The Planes) -2+3(Int)+5
Spellcraft -4+3(Int)=+7
Feats: Improved Initiative (+4)
Spells Known:
0: All 0 level spells excepting Enchantment and Necromancy on
this list.
1:
Burning Hands
Enlarge Person
Identify
Mage Armor
Magic Missile
Shield
Spells Per Day:
0: 3+1 (Evocation)=4
1: 1+1 (Evocation) +1 (Int)=3
Spells Memorized:
0: Detect Magic, Read Magic, Resistance + Light
1: Mage Armor + Burning Hands (CL-2)x2
Equipment: (2 gp) Wizards Spell Book (15 gp), Camp Equipment (20 gp), Tindertwig x3 (3 gp), Quarterstaff 1d6 x2 (-), Light Crossbow 1d8 19-20x2 (35 gp), 30 Bolts (3 gp)
Class Abilities: Specialist Wizard (Barred Schools- Necromancy, Enchantment, +1 Spell per spell level from Evocation School, +2 to Spellcraft Checks for learning new spells form Evocation School); Scribe Scroll, Wizard Proficiency (Club, Dagger, Light and Heavy Crossbow, Quarterstaff),
Variants: 1 (Fire) and 2, exclude 3.
1-Energy Affinity (Ex)
Evokers using this variant must choose an energy type (acid, cold, electricity, fire, or sonic). This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, she casts the spell as if her caster level were one higher (affecting range, duration, damage, caster level checks, and any other factor influenced by caster level).
An evoker using this variant permanently gives up the ability to obtain a familiar.
2. Energy Substitution (Ex)
An evoker of 5th level or higher using this variant can substitute energy of one type for another. When casting a spell that has an energy descriptor (acid, cold, electricity, fire, or sonic), the evoker can change the energy descriptor and the spell's effects to energy of a different type.
Using this ability is a free action that must be declared before the spell is cast. The evoker can use this ability once per day for each five class levels he has attained (1/day at 5th, 2/day at 10th, and so on).
An evoker using this variant does not gain bonus feats for advancing as a wizard.[/INDENT]