Malacar wrote:First and foremost.. Are you planning on wearing heavy armor, like full plate? If so, a 14 dex is overkill. Armor has a maximum dexterity bonus, and full plate has a 1. In fact I believe ALL (non-mithral.. and mithral is damned rare) heavy armor is 0 or 1. A 12 dex would be sufficient, unless you were going for dodge/etc.
Dodge is a very popular and useful feat, which is a pre-requisite for a lot of other neat defensive tricks. Dodge REQUIRES that you have at least 13 Dex. I think you decided to stay with 13 Dex, which I think is a VERY good idea.
Also, if you're forfeiting turn undead for smiting giants, you don't need charisma at all.
Actually, that's not exactly true. When you use your "smite giants" ability, you add your Charisma modifier to your attack roll. But yeah, Charisma is a fairly good dump stat.
Ok, spells. With a 16 Wisdom, you get one extra spell of first-third level, provided you're high enough level to cast those spells. So, at level one, you're going to have 2+1 first level spells... two of your choice, plus a domain spell. And when you decide to cast a spell, you can sacrifice any spell you've memorized and cast the "Cure X Wounds" spell of the same level instead. This is called "spontaneous curing," and it's a Cleric class ability (all Clerics can do it). What this means is, NEVER memorize cure spells specifically. You can always "dump" a spell to cast cure light wounds later.
Finally, skills. Clerics get 2+Int skill points, so you're going to get 4 skill points per level. All characters, regardless of race or class, get four times their normal skill points at first level. So you've got a total of 16 skill points to spend.
Humans get an extra 4 skill points at level one. It's one of their racial abilities. Since you're a stinky dwarf, you don't get these bonus points :)