Fortitude: +2(+4 vs. poison/spells)
Reflexes: +6(+8 vs. spells)
Will: +2(+4 vs. spells)
Class/Race Features:
Darkvision 60'
+2 racial bonus on saving throws against poison, spells, and spell-like abilities
+4 dodge bonus to AC against monsters of the giant subtype
+2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones
+1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes
+2 bonus on Perception checks to potentially notice unusual stonework
Sneak Attack +1d6
Trap-finding
Evasion
Rogue Talent;Trap Spotter
Traits::
Reactionary (PFRPG Character Traits, pg 4) +2 Initiative
Looking for Work (2nd Darkness PG, pg 12) +1 Perception
Feats:
Skill Focus:Disable Device
Skills:
Acrobatics(2 ranks)+8
Escape Artist(1 rank)+7
Climb(1 rank)+5
Swim(1rank)+5
Disable Device(2 ranks)+12(+14 w/tools)
Knowledge(dungeoneering)(1rank)+5
Perception(2ranks)+8; +9 to find traps, +11 to find stone work traps
Sense Motive(2ranks)+7
Stealth(2ranks)+8
Profession:Miner (1rank)+6
Use Magic Device(2ranks)+4
Sleight of Hand(1rank)+7
Magic items:
Potions:
Potion of Cure Light Wounds(3)(CL1),
Potion of Invisibility(CL2)
Bor was born to the dwarves of the Janderhoff mountains. As the bastard son of dwarven merchant Bor knew only hardship as a child. Feeling that he had no home among the Janderhoff dwarves, Bor left at a young age. He wandered for some time, grave robbing and thieving to survive. Eventually Bor found a way to Riddleport where he took work in the carbauxine mines. Finding the conditions in the mines unbearable Bor quit, returning to a life of thieving. Recently he has heard of a gambling event at the Golden Goblin Gambling Hall. Surelly his luck will change soon...and if not maybe he can find work there that wont kill him...at least not as slowly as the mines.