I'm following Gideon's structure for this (incidentally thank you- I hate the way I organize these things), if desired I'll edit this to a statblock.
Since I was the last one to respond to the recruiting call, and I'll typically be responding in the afternoon/evening, I don't mind being an alternate.
Anyway here goes:
Delmar Blisterborn
Dwarf, Cleric 5
(Medium Humanoid)
Alignment: Neutral Good
Hit Dice: 5d8+10 (36 hp)
Initiative: +0
Speed: 20'
AC: 18 (+0 dex, +8 full plate); ACP -6
Base Attack/Grapple: +3/+5
Attack: Longspear +6 (1d8+3 x3; MW) or Morningstar +6 (1d8+2/3 x2 MW) or Crossbow +4 (1d8 19-20; MW)
Space/Reach: 5x5/5
Special Qualities: Dwarf Traits, Spellcasting, Undead Turning 2/day, Greater Turning 1/day
Saves: Fort- +6 (8), Ref- +1 (3), Will- +8 (10)
Attributes: Str-14, Dex-10, Con-14, Int-10, Wis-19, Cha-8
Languages: Common, Dwarf
Skills: Balance -6, Climb -2, Concentration +11, Diplomacy +4, Jump -10, Hide -6, Knowledge (Religion) +5, Listen +4, Move Silently -6, Spot +4, Swim -10
Feats: Augment Healing, Skill Focus (Concentration)
Domains: Sun, Healing
Spells per day: 5/4+d/3+d/2+d
Typical Prep: *0 (DC:14)- Detect Magic, Detect Poison, Guidance, Read Magic; *1 (DC:15)-magic weapon, protection from evil, remove fear, shield of faith, cure light (d); *2 (DC:16)-calm emotions OR shield other, lesser restoration, remove paralysis, cure moderate (d); *3 (DC:17)-dispel magic, remove curse, searing light (d)
Encumbrance: Medium Load (102 lbs), Lift: 175 lbs, Lift over head: 350 lbs, Drag: 850 lbs
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Description: At a tall 4'4" and a mere 122 lbs., Delmar looks like a sickly Dwarf child afflicted by late stage Orkinson's Syndrome (a rare and very deadly disorder in which a dwarf grows suddenly to forbidden height.) He sports a deep, deep bronze tan and has a wiry but powerful build.
An angular face is accentuated by a long hook nose and sunken eyes. His shiny, totally bald skull could in theory be covered by his massive caterpillar-like blond eyebrows but his deep seated sense of style demands otherwise. Similarly his blond, handlebar mustache seems to know no limits. Strangely, he has the delicate, tapered hands of an artist. He sports a deep scar above his left ear from when a chair was broken over his head in childhood brawl.
His attire is typical of a radical Pelorian- bright yellow vestmants with Orange threads and blue streaks and a sun motif, but in an almost tie dye pattern.
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Personality: For a dwarf, he is positively sunny (which is another way of saying someone only peed in his wheaties twice.) He interacts poorly with other dwarves but secretly longs for their approval. His appearance and demeanor often provoke instant disdain and occasional violence in Dwarfkin.
The only group of Dwarves he meets as equals are Derro and he seems to be easily mislead by his half-breed brethren. Indeed, when left in the underdark, Delmar becomes uncertain and even rattled in the cavernous enviorment.
If anything, he could be accused of being a humanophile- his love of tanning, bleached facial hair, bright colors, open affection as well as fresh fruits and vegetables being just some of the reasons.
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History: Though he would never admit to it, he was born the son of a desert dwarf and a wild human woman from the valley. Few know this and fewer would even guess- though there are persistent rumors of crossbreeds in recent recollection. He adamantly avoids the subject of his parentage and insists he is a fullblood raised by the monks. This is a half-truth.
His father, the chieftan of a nomadic desert dwarf tribe decended from exiled heretics, had always been ashamed of his eldest son and went to great lengths to acquire monastic training for him. His tribe was close to being deamed worthy to attempt the trials of redemption and renewal.
The only church that would accept young Delmar was the Church of Pelor. His deeply shamed father had even tried to admit him under the false pretense that he was a orphaned Gnome the tribe had rescued. Though the brothers knew of his deception, they allowed the charade to continue. Shortly thereafter, however, the monks did their best to ground him in the dwarven arts as well as the precepts of Pelor.
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Posessions: MW Full Plate (with sun motif), MW Longspear, MW Crossbow, 10 bolts, silver dagger, Gilded Holy Symbol, buckler (not listed with AC), 4 bags of Caltrops, Thunderstone, Tanglefoot bag, Vial of Holy Water, Chalk, Flint and Steel, Whetstone, hair lightener, Blanket, Bedroll, Backpack, Waterskin, Grappling Hook, 50' silk rope, Climber's Kit, 7 days rations, scrolls of: Silence x1, Comprehend Languages x2, Remove Fear x1, Sanctuary x1, Cure Moderate Wounds x1, remaining wealth: 22 GP, 9 SP, 9 CP