How do we determine hit points?
I guess I'll fill the cleric role, just so nobody else has to. Here's a tweaked and updated version of Gerak Steelriven.
Background excluded since I'm assuming it's not terribly relevant to the dungeon crawl. Patron deity left out since no Core deity matches up with the domains Gerak took as a pillar of Drendd in Lanai. So for now I'm assuming he's just an ideaologist cleric or something. Sacred Healing and Sacred Purification are from PHB II. Assuming half max HP per level after 1st for now. Gear will be added after I finish adjusting it for 5th-level.
Gerak Steelriven.......................Male Dwarf
Strength............17 (+3)...........Character Level: 5, Cleric 5, XP: 15,000
Dexterity...........10 (+0)..............Medium-Size, Speed 20 ft. (x3 if running)
Constitution......17 (+3)............Initiative: +0, BAB: +3, Grapple: +6
Intelligence.......13 (+1)............Melee: +6, Ranged: +3
Wisdom...........16 (+3)............Total HP: 39, Current HP: 39, Nonlethal: 0
Charisma..........12 (+0)............Fortitude: +8*, Reflex: +2*, Will: +8*
*Extra +2 bonus against spells or spell-like effects, and +2 against poison
AC: 20 (+0 Dex, +6 armor, +4 shield), Touch AC: 10, Flat-Footed AC: 18
Alignment: Lawful Good, Age 70, Height 4'-2", Weight 163 lbs.
Deep Tan Skin, Dark Grey Eyes, Braided Red Hair & Beard
Languages (Literate): Celestial, Common, Dwarven, Terran.
Proficiencies: All simple weapons, bludgeoning weapons, axes, armors, and shields.
Level Progression Feats: Tower Shield Proficiency, Martial Weapon Proficiency (Warhammer), Weapon Focus (Warhammer), Sacred Healing, Sacred Purification.
Skills: Concentration +11 (8 ranks, +3 Con), Craft (blacksmithing) +4 (1 rank, +1 Int, +2 racial), Heal +4 (1 rank, +3 Wis), Knowledge (arcana) +2 (1 rank, +1 Int), Knowledge (history) +2 (1 rank, +1 Int), Knowledge (religion) +6 (5 ranks, +1 Int), Knowledge (the planes) +2 (1 rank, +1 Int), Speak Language (1 rank cross-class, Celestial), Spellcraft +5 (4 ranks, +1 Int).
Racial Traits: Medium-size humanoid (dwarf), +2 Constitution, -2 Charisma, base Speed 20 feet, Speed is not reduced by medium or heavy armor nor by medium or heavy loads, Darkvision 60 feet, Stonecunning +2, weapon familiarity with dwarven waraxes and dwarven urgroshes, Stability grants +4 on ability checks to resist trip or bull rush attempts when standing on the ground, +2 on saves against poison, +2 on saves against spells and spell-like effects, +1 to attack rolls versus orcs or goblinoids, +4 dodge bonus to AC against Giants, +2 Appraise related to stone or metal items, +2 Craft related to stone or metal, fighter is favored class.
Ability Score Development: 32 point buy, for base scores of 15 (8 pts), 9 (1 pt), 14 (6 pts), 12 (4 pts), 15 (8 pts), and 13 (5 pts). Racial adjustments as a dwarf result in total base scores of 15, 9, 16, 12, 15, and 11. Level increase at 2nd made Strength 16, level increase at 5th made the scores 17, 10, 17, 13, 16, and 12.
Aura (Ex): Has a particularly powerful aura of Lawful Good, as noted in Detect Magic.
Domains: Healing domain and Protection domain. Healing domain adds +1 effective caster level for Conjuration (Healing) spells. Protection domain grants a protective ward useable once per day, as a supernatural ability that lasts for 1 hour or until discharged, providing a resistance bonus equal to the cleric's level (+5) on one touched creature's next saving throw. Healing domain spell list is Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Heal, Regenerate, Mass Cure Critical Wounds, and Mass Heal. Protection domain spell list is Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, and Prismatic Sphere.
Turn Undead (Su): May turn undead up to 4 times per day, with turning checks of 1d20+1+2 and turning damage of 2d6+5+1, after turning check synergy from Knowledge (religion).
Cleric Spells: Casts prepared divine spells, casts spontaneous Cure spells, caster level of 5, spellcasting is based on Wisdom, gets a domain* slot of each spell level except 0-level, must use a holy symbol for many spells, and must pray for spells at dawn.
Prepared Spells (typical adventuring): Create Water, Detect Magic, Detect Poison, Light, Purify Food and Drink, Bless, Cure Light Wounds*, Protection from Evil, Shield of Faith, Shield of Faith, Lesser Restoration, Remove Paralysis, Shield Other*, Spiritual Weapon, Cure Serious Wounds*, Invisibility Purge, Protection from Energy.