I have a concept that I proposed into Sidekick's game for a dwarven evoker who was badly burned during the war, hence his speciality in Evocation and while his stats are at lvl 2, if you like the idea, I can bump him up tonight really easily.
The concept I have behind Korthus was that he was a seige weaponeer in the war and as such was targeted by opposing forces mages/other heavy artillery troops. A fireball detonated atop of his catapult and the ensuing blast nearly killed Korthus. His body was burned so badly that he was left for dead, and for three days he lay among the carrion and prayed that the gods would take his life. He was eventually found by the burial crews after the battle had moved on and taken to a healer's tent to see if there was anything they could do for him. While the clerics could ease his pain, the scarring and destruction to his body could never be fully repaired.
Knowing he would never fight in the front ranks again, Korthus sought any means possible he could still serve in the war, but while all respected his mind, they felt it was too great a risk to place back in the heavy fighting, and as such, Kort turned to the forge, seeking an outlet for his anguish.
The forge became his home, and while he could not produce the quantity of blades his brethren could, every weapon he finished was a true work of art. Kort soon began to study the path of the magus, hoping that one day he could be accepted into the ranks of the elite Runesmiths, but he knew to do that he would first have to leave the safety of the forge and return to the world outside.
Working for many months until he had finished his weapons and mastered his spells, Kort knew it was time to return to the world above once more.
He is posted below just for your quick look over number wise.
Korthus (Kort) Stonefire
Dwarven Male
Age : 110
Hgt : 4' 8"
Wgt : 150
ALIGNMENT : Lawful Neutral
Class: Wiz 3 / Ftr 1
Speed 20 ft
Base Attack Bonus +2
Base Melee Bonus +5 (BAB + STR)
Base Ranged Bonus +2 (BAB + DEX)
Initiative: +4
Str: 16 (+3)
Dex: 10 (+0)
Con: 14 (12+2) (+2)
Int: 17 (+3) (+1 @ 4th level)
Wis: 14 (+2)
Chr: 6 (8-2) (-2)
Languages Known: Common, Dwarven, Draconic, Goblin, Gnomish
Saving Throws:
Fortitude: +6
Reflex: +2
Willpower: +6
H.P. : 30
A.C. 16 Flatfooted:16 Touch Attacks: 10
Check Penalty: 0 Arcane Spell Fail: 10%
Armor AC Bonus: +4 Dex AC Bonus: +0
Max Dex Bonus: +4
Weapon Attack Damage Crit Range TypeNotes
MW Dwarven Waraxe +5 d10 x3 S
MW Light Crossbow +2 d8 19-20x2 80ft P
Feats
Scribe Scroll
Improved Initiative (Wizard 1)
Craft Wonderous Item (Wizard 3)
Dwarven Armor Proficiency (Fighter 1)
Skills
Craft (Alchemy): +5 (2)
Craft (Weaponsmithing): +8, +9* (5)
Craft (Armorsmithing): +8, +9* (5)
Craft (Stonecarving):+12
Knowledge (Arcana): +6 (3)
Knowledge (Geology): +4 (1)
Search: +4, +6** (1)
Spellcraft: +9 (6)
*=if crafting metel or stone
**=if searching in stone area
Class/Racial Abilities
1) Summon Familiar
2) Cast Arcane Spells
3) Darkvision 60'
4) Stonecutting: +2 racial bonus on Search checks to notice unusual stonework
5) Inuit Direction underground.
6) Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than exotic weapons.
7) Stability: +4 bonus vs bull rushed or tripped.
8) +2 racial bonus vs poison, spells, and spell-like effects.
9) +1 racial bonus to attack vs orcs and goblinoids
10) +4 A.C. bonus vs giant class
11) +2 racial bonus to Appraise and Craft checks when the material component is stone or metal items.
EQUIPMENT
Explorer's Outfit
Hat of Disguise*
Mithral Shield*
Mithral Chain Shirt*
MW Dwarven Waraxe*
MW Light Crossbow*
20 Crossbow bolts
Cloak of Resistance +1
Wand of Detect Magic (50 charges)
Wand of Magic Missle (1st) (50 charges)
MW Potionbelt
4 Alchemist Frost Vials*
4 Alchemist Spark Vials*
2 Acid Vials*
Scrollcase
Scroll of Repair Light Damage x2*
Scroll of Comprehend Language x2*
Backpack
Waterskin
4 Days rations
Spare Peasant's Outfit
Spellbook
*=Crafted by Korthus
CURRENCY
Platinum: 0
Gold: 52
Silver: 2
Copper:
MAGIC
SPELLS: Wizard Class
Prohibited: None
Lvl 0Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6Lvl 7Lvl 8Lvl 9
Base/Day 4 2 1 -- -- -- -- -- -- --
Bonus Spells -- 1 1 1 -- -- -- -- -- --
Total Spells/Day 4 3 2 -- -- -- -- --
0- Know All
1st- Mage Armor, Magic Missle, Shield, Comprehend Languages*, Identify, Obscuring Mist, Repair Light Damage, Alarm
2nd-Knock, Repair Moderate Damage, Bull's Strength*, Web*
*=scribed into book from scroll (gp cost to scribe spell factored in from lvl 4 gold)
Spells Memorized
0- Read Magic, Detect Magic, Daze x2
1st- Magic Missle x2*, Shield, Obscuring Mist
2nd- Bull's Strength, Web