Dag Hammerskojld:
Half Orc, Fighter 10, CG, worships Pelor (Mechanically unimportant for this contest)
Stats: STR 19 (23), Dex 10 Con 13 Int 10 Wis 14 Cha 6
HP 73 AC: 21 Attack: +16/+11 Saves: 9/4/8
Weapon: +1 Holy Heavy Flail (+22/+17 d10+10 (+2d6), 17-20/x2)
Armor: +3 Full Plate
Misc Magic: Belt of Ogre Str (+4), Cloak of Resistance (+1), 3 potions cure moderate, 1 potion silversheen,
Misc other: Random mundane equipment
Feats: Greater Weapon Focus, Weapon Specialization, Power Attack, Improved Initiative, Improved Critical, Blind Fight, Iron Will, Leadership (5th level paladin guarding the mules outside...)
Skills: Climb 10 , Ride 4, Intimidate 10, Swim 4 (raw, don't expect they'll be used)
Dag was born to a human mother in a mixed orc/half-orc semi-nomadic tribe that wandered the arid lands to the east of wherever. The harsh sun was placated by the tribe in primative rituals, but they still lost animals and people, including Dag's mother. Fascinated by the cities they could often see in the distance, Dag left the tribe and found work as a sword-for-hire, a process that brought him quickly into adventuring. Having linked up with a priest of Pelor, who taught him better ways to venerate the Sun, Dag now is a very enthusiastic follower of the Sun-lord, and wants nothing more than to serve him in the afterlife kicking all kinds of monster butt. He loves the heavy flail the church granted him because it allows him to kick even more monster butt... but more importantly, he feels the golden glow of it makes him look even more heroic. His full plate was once shiny and new, but is now heavily battered and fire-blackened, which he views with great pride, for he's survived the 'gaze of the Sun' a few too many times... though what he means by that is anyone's guess. Motivation: Glory.
Jurgen Hammerskoljd: Human, Cleric 10 of Pelor, NG
Str: 10, Dex 8, Con 14, Int 12 Wis 17 Cha 13
HP 76 AC 22 Attack: +7/+2 Saves: 9/2/10
Weapon: Hvy Mace +1 (+8/+3 D8+1/x2)
Armor: +2 Full Plate, +2 Light Shield
Misc Magic: Circlet of Blasting, Minor (3d8/6d6 ranged touch 1/day), Goggles of Night, Medallion of Thoughts, 2 vials of silversheen,
Misc Other: Gold holy symbol, back up holy symbol (wood). Holy water vials (4). Holy scripture, Tabard, misc adventuring gear.
Feats: Improved Init. Spell Penetration, Spell Focus:Conjuration, Augment Summon, Quicken Spell
Skills: Concentration 13 (15), Diplomacy 10 (11), Know:Religion 10 (11), Spellcraft 8(9)
Domains: Healing, Travel
Spells:
0- Create water, Detect Magic (3), Guidance, Read Magic
1- (Cure Light), Detect Evil (2), Bless (2)
2- (Cure Moderate) Align Weapon, Conscrate, Spiritual Weapon, Summon II
3- (Fly) Summon III, Searing Light, Dispell Magic
4- (Dimension Door) Dismissal, Death Ward, Restoration
5- (Cure Light, Mass) Summon V, True Seeing
(note: Had this been a real game, I might have gone with Gond, Planning Domain and (thus) Heroes Feast as a 5th level domain spell....)
Jurgen was the third son of a minor noble, and thus entered the church at a young age. Luckily, he found the scholarly life far more to his liking than the life of a squire might have been, and he prospered. Once he was Ordained, he deliberately chose a mission to the Nomads of the East, looking for the tribe that had murdered his mother when he was a babe. What he found was a far more complex story of betrayal, escape, love and tragedy and all that other good shit. He also found he had a savage half brother, whom he eventually tracked to the nearby cities. WIthout revealing their shared blood, he befriended the hulking brute and found he enjoyed smiting evil with a good team of professional adventurers. WHile his half-brother's enthusiasm for slaughter and general lack of civilized education dismay's him, he does care for 'the lad', and has eagerly inducted him into the faith.
Jurgen is a slender, slightly weedy, pale young man who is rarely without his polished and inlaid armor and sun-shaped shied and mace. He has an excellent singing voice. Motivation: Faith, Family.
Ambrose the Awesome, CN, Human Wizard, follower of Amen-bro-thep.
Str 8 Dex 13 Con 14(16), Int 17(19), Wis 12 Cha 10
HP 60 AC 14 BaB: +4 Saves: 7/4/8
Weapons: none
Armor: Light coat of baby oil.
Misc Magic: Amulet of Health, 1 bead of force, toga (cloak) of displacement, sweatband of Intellect, Potion of cure moderate (2)
Feats: Greater Spell Penetration, Extend Spell, Combat Casting, Spell Mastery Familiar (rat), Quicken Spell, Heighten Spell
Skills: Concentration 13 (16/20), Spellcraft 13 (17), Profession: Bro 13 (14), Decipher Script 13 (17), Knowledge: Arcana 6 (10)
Spells: 0- don't actually care: Mage hand 3 Disrupt undead 3
1- Ray of Enfeeblement (2), Feather Fall, Magic Missile
2- Darkvision, Knock, False Life, Mirror Image
3- Fly, Blink, Fireball
4- Invis-Greater, Dimension Door, Black Tentacles
5- Extended Stoneskin, Prying Eyes
No one at the mage academy thought Ambrose would graduate, for he was far too interested in booze and chicks to study. At best they figured he'd wash out, at worst he'd blow himself up. Surprisingly, neither happened. Ambrose is particularly obnoxious, almost always has booze on him somewhere, and will hit on anything remotely humanoid and female, friendly or not. He's been kicked out of several adventuring groups, and more than one has tried to murder him. Since the Hammerskojld Boys have lost a couple of mages along the way, they're willing to tolerate his boorish behavior... though they wish he'd put some damn clothes on! Ambrose worships a mysterious deity, the Ultimate Brah, and he plans on getting powerful enough to one day steal a divine spark from Azathoth so he can party with Amenbrothep for the rest of eternity. Motivations: Brah!
Gareth Three-Fingers, the Fifth: Dwarven Rogue 10, CN, Worships Filthy Lucre
Str 12 Dex 17 (19), Con 15 Int 14 Wis 10 Cha 6
HP 57 AC 18 (19) BaB 8/3 or 12/6 (ranged) Saves: 5/11/5 Init:+8
Weapon: Heavy Crossbow +1 (+13, d10+1, 19-20/x2
Armor: +2 Mithril Shirt of Shadow/Silent Moves (+5 each)
Misc Magic: Gloves of Dex+2, Iron Bands of Bilaro,
Misc Other: Thieves tools, various dungeon crawling gear (piton, rope, crowbar, chalk etc). Ten Each Cold Iron, Alchemical crossbow bolts. 5 Adamantium Crossbow bolts
Feats: Alertness, Improved Init, Point Blank Shot, Rapid Reload, Crippling Strike, Evasion, Improved uncanny dodge, Sneak Attack +5d6
Skills: Hide 13 (22) Move Silent 13 (22) Listen 13 (15) Spot 13 (15) Search 13 (13), Open Locks 13 (17) Disable Device 13 (15) Appraisal 13 (15) Tumble 13 (17) Use Magic Device 13 (11)
Gareth comes from a big clan of dwarven outcasts (all thieves) who follow a strange code of honor, adopting the name and duties of fallen kin. Thus "Gareth Three-Fingers the Fifth" is actually some other Dwarf who is the fourth replacement for a dwarf named Gareth Three-Fingers. He has inherited his progenitors favorite heavy crossbow, and like all the previous Gareths, he has an overwhelming love of gold and a crappy attitude. He's a decent enough thief for all that, but he has an unfortunate tendency to be more aggressive to harmless townspeople and landscaping construction than towards monsters. The Gareth Three-Fingers that proceeded him were all very aggressive, and 'The Fifth' is determined to survive, so he is far more cautious than his peers were. Motivation: Family Honor and Filthy Lucre.
Note: Everything came from core (actually, the SRD), and I played it simple with equipment and skills, even shorted myself bonus spells, so fuck you. Presumably Ambrose has more spells than listed, I just put the memorized ones in. Likewise, Jurgen will happily use Augery and Divination days before entering a dungeon to avoid nasty shocks, then pray for the list above or one like it, depending on what's in store. I was tempted, just for the hell of it, to pool character wealth to buy an Apparatus of Kwalish, but I figured that would be rude. Likewise, there are at least four pack mules and some hirelings, led by the fifth level cohort waiting outside the dungeon.
Party uses the 20 turn (3 1/2 hour) timer on Ambrose's Stoneskin for 'daily duties', planning to be in and out of undead lairs long before the sun goes down. Likewise, Ambrose's Rat will talk to dungeon-native rats for clues to what lies ahead (plus the ten hour flying eyeball spell). Jurgen will use his detect thoughts medallion to check rooms and corners, and alternating with detect evil (or detect undead, which he should have as his bonus spell) if a room/corridor seems oddly empty.
Gareth wil remain sneaky whenever possible and is responsible for door checking (traps, listening and locks... in that order).
Note that this party does not need a light source. Ambrose can darkvision himself if necessary, and will probably be helped along by the other party members as necessary (they are all slow buggers compared to the naked guy, so that's hardly an issue).
As an aside: For remarkably 'deep' dungeons with good choke points/linear design, the support 'party' would follow the PC' to set camp at the 'end' of the duty day.
Feel free to check my math. Four 10th characters in a blitz from the SRD is prone to glitches, bitches.
EDIT::: seven minutes late! I fail at life....