Welcome to the group, Myth.
Re character, here's what I have so far. (Almost left that 15 up in Strength or Con, since clerics don't gain any direct advantages from high Wis, but finally decided to go whole hog on the cleric thing. Figure it represents the strength of his Faith or something, right?)
Let me know what you think, MV.
[sblock=Background]Herbert - Bert for short - a short science major with quick blue eyes behind his pair of heavy glasses. High forehead, thinnish brown hair. He's just finished taking an elective humanities class with the professor. Not that athletic (gets winded easy), was president of the historical model-building club back in high-school.
Dithered between a whole slew of characters before finally settling on Sir Trinibar of the Shining Sword, armor-plated crusader for the Light, five minutes before the game actually begins (still busily listing up his gear as it starts, as a matter of fact

).[/sblock][sblock=Complete Stats]Level 5 cleric (Curate)
XP 12000/25000
Alignment: Lawful
Languages: Common, Lawful, Dragon.
Str 11
Dex 13 +1 Missiles
Con 8
Int 11 +1 language
Wis 15 +10% XP
Cha 5
AC 2 (Plate armor and shield)
HP 14/14
Saving Throws DR/P 9, Wnd Poly Prl 10, Stn 12, Brth 14, S&S 12)
Move: 12'
THAC0 17 (16 missiles), Damage 1d6
Turn 2d6 Undead: 2d6 (Sklt+Zmb D, Ghl+Wig T, Wrai 7, Mum 9, Spct 11)
Remembered Spells (2, 2): To be announced
Equipment: 130 gp total
Plate mail & Holy Cross Shield (85)
Crusader helm (10)
Crimson tabard
Family Flanged Mace (5)
"Scarlet tassels and capper"
Leather sling and 20/20 lead bullets (1)
"each inscribed with a cross"
Leather Back Pack (5)
"Flap branded with cormorant of house Trinibar"
12 Iron Spikes (1)
2 Large Sacks (4)
Water skin (1)
6 Torches (1)
Steel Mirror and razor (5)
1 week Standard Rations (5)
Hand Axe (3)
Sharpening Stone (1)
Flat purse with a total of 3 solitary gp in it
N.B. Can use all magical armor and all non-edge magical weapons.
[sblock=Possible blessings]
1st Level
Cure Light Wounds (Full Turn, 1 creature, 1d6+1 HP)
Purify Food and Water (12 man-days of rations)
Detect Magic ("Limited range and short duration")
Detect Evil (12", 6T)
Protection from Evil (+1 saves & -1 HD vs Evil, blocks Enchntd, 12T)
Light (3" radius, 12T)
2nd Level
Find Traps (3" radius, 2T) Magical and mechanical
Hold Person (18", 1-4 (-2 save if vs single target), 9T)
Bless (Targets not in combat, +1 Tohit and Morale, 6T)
Speak with Animals (3", 6T)[/sblock]
http://invisiblecastle.com/roller/view/4347676/
http://invisiblecastle.com/roller/view/4347689/
http://invisiblecastle.com/roller/view/4361401/
http://invisiblecastle.com/roller/view/4363366/[/sblock]Before I do, any special rules for rolling our HPs? Re-roll ones and twos, best of average or the roll, that sort of thing?
Is there the equivalent of a holy language for this world? For ceremonies, holy texts, etc. (I don't think Bert would have thought of it on his own, but maybe the professor mentionned it to him during character creation?)