Male Dwarf sorcerer 3
TN Medium humanoid (dwarf)
Init +1, Senses darkvision (60 ft.); Perception +0
AC 11, touch 11, flat-footed 10 (+1 Dex, ), +4 dodge bonus against giants.
hp 15 ((3d4)+3)
Fort +2, Ref +2, Will +4
Speed 20 ft.
Ranged crossbow, light +2 (1d8/19-20)
Melee quarterstaff +2 (1d6+1)
Sorcerer Spells Known (CL 3rd; concentration )
1st(6/day)-color spray(DC 13), magic missile, shield
0th(6/day)-daze(DC 12), detect magic, mage hand, prestidigitation, ray of frost
Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 14,
Base Atk +1; Grp+2
Feats Quicken Spell, Simple Weapon Proficiency, Still Spell
Skills Concentration +7, Diplomacy +4, Scry +3, Spellcraft +7,
Languages Common, Dwarven
SQ darkvision, dwarf racial traits, summon familiar,
Other Gear backpack, crossbow, light, quarterstaff, 0.0 gp
+1 racial bonus on attack rolls against orcs and goblinoids +1 racial bonus on attack rolls against orcs and goblinoids
+2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal. +2 racial bonus on Craft checks that are related to stone or metal.
+4 dodge bonus against giants. +4 dodge bonus against giants.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Dwarf Racial Traits
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus against giants.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Stability +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stonecunning This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.