Actually, I'm not sure either, Mark. I'll make a DM decision and say 100gp, putting it at the same amount as a bard or barbarian. Fair enough?
Well, 1000 gp sounds more fair, but I guess I can live with 100.

I've updated Bellus:
[sblock=Stats]
Warmage 1
N Medium Humanoid (dwarf)
Init +2;
Senses darkvision 60 ft., Listen +1, Spot +1
Language Common, Dwarven, Goblin, Orc, Undercommon
-----
AC 15 (+2 Dex, +3 armor), touch 12, flat-footed 13; defensive training
hp 8 (1 HD)
Fort +2*,
Ref +2*,
Will +3* (*Doesn't include +2 vs. poison, spells, and spell-like abilities)
-----
Speed 20 ft. (4 squares)
Melee longspear +1 (1d8+1/x3), or
Melee light mace +1 (1d6+1), or
Ranged light crossbow +2 (1d8/19-20, 80 ft. range increment)
Space 5 ft.;
Reach 5 ft.
Base Atk +0;
Grp +1
Spell-Like Abilities (CL 1st)
:
1/day -
detect magic, detect secret doors, read magic
Spells per Day (DC 12 + spell)
:
1st - 4/day
0 - 5/day
-----
Abilities Str 13, Dex 15, Con 14, Int 17, Wis 12, Cha 14
Feats Insightful
Skills (Ranks) Appraise +3 (+5 related to stone or metal) (0), Concentration +6 (4), Craft +3 (+5 related to stone or metal) (0), Knowledge (architecture & engineering) +5 (2), Knowledge (dungeoneering) +5 (2), Knowledge (history) +7 (4), Listen +1 (0), Search +3 (+5 to notice unusual stonework) (0), Spellcraft +7 (4), Spot +1 (0)
-----
Possessions: backpack, bedroll, belt pouch, flint & steel, light crossbow with 10 bolts, light mace, longspear, sack, spell component pouch, studded leather, waterskin, 19 gp, 8 sp
-----
Class Features:
Armored Mage: No arcane spell failure with warmage spells when wearing light armor or using light shields.
Warmage Edge: +3 damage with warmage spells.
Racial Traits:
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.
Enemies: +1 racial on attack rolls versus orcs and goblinoids.
Stability: +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stonecunning: +2 racial bonus on Search checks to notice unusual stonework, et cetera.
Weapon Familiarity: Dwarven waraxes and dwarven urgroshes are martial weapons.
Rolls:
4d6.takeHighest(3)=12, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=16, 4d6.takeHighest(3)=6, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=17.
[/sblock]