I did some in Web Design today, but yea your right, the system is rather confusing... ill post the sheet you made, but instead of a dwarf would a human do? I'm not sure what changes that would make.
Whurzgen Boldhammer of Beldahn
Race: Dwarf
Alignment: Lawful Good
Gender: Male
Cleric of Moradin
Player: Karasu
Hit Dice: 1d8+3 (11
hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (+4 Scale Mail, +1 Light Steel Shield), touch 10, flat-footed 15
Base Attack/Grapple: +0/+2
Attack: Warhammer +3 (1d8+2)
Full Attack: Warhammer +3 (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spellcasting, Turn Undead
Special Qualities: Aura, Protection Domain
Saves: Fort +5, Ref +0, Will +5
Abilities: Str 15, Dex 10, Con 16, Int 10, Wis 16, Cha 10
Skills With Bonuses: Concentration +7, Knowledge(Religion) +4
Feats: Extend Spell, Martial Weapon Proficiency (Warhammer), Weapon Focus (Warhammer)
Languages Spoken: Common, Dwarven
Spells Prepared:
Orisons:
Create Water,
Detect Magic,
Purify Food and Drink
1:
Sanctuary (Domain Bonus),
Shield of Faith
Protection Domain Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Moradin:
The god of dwarves, Moradin, is lawful good.
His titles include the Soul Forger, Dwarffather, the All-Father, and the Creator. Moradin forged the first dwarves out of metal and gems and breathed life into them. He
governs
the arts and sciences of the dwarves: smithing, metalworking, engineering, and war. The domains he is associated with are Earth, Good, Law, Protection, and War. His favored
weapon is the warhammer.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures.
A cleric may attempt to
turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.