XP 400
Dwarf Sorcerer 2
LE Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 18 (2d6+9)
Fort +2, Ref +0, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
OFFENSE
Speed 20 ft.
Melee spiked gauntlet +3 (1d4+2) or heavy mace +3 (1d8+2)
Ranged mwk heavy crossbow +2 (1d10/19–20)
Special Attacks +1 on attack rolls vs. goblinoid and orc humanoids
Bloodline Spell-Like Abilities (CL 2nd; concentration +3)
Sorcerer Spells Known (CL 2nd; concentration +3; arcane spell failure 10%)
Bloodline elemental (fire)
TACTICS
During Combat The sorcerer uses burning hands and shocking grasp to scorch his foes.
STATISTICS
Str 14, Dex 10, Con 15, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush or trip)
Feats Eschew Materials, Toughness
Skills Appraise +5 (+7 to assess metals or gemstones), Craft (jewelry) +5, Perception +2 (+4 to notice unusual stonework), Spellcraft +5, Use Magic Device +5
Languages Common, Dwarven, Giant
SQ bloodline arcana (change energy damage spells to fire)
Combat Gear potion of cure light wounds, scroll of flaming sphere, acid (2), alchemist's fire (3); Other Gear leather armor, heavy mace, masterwork heavy crossbow with 20 bolts, spiked gauntlet, uncut gems (worth 100 gp), 23 gp