Dwarf Fighter

Vulf Sorgrim's page

391 posts. Organized Play character for Lysle.

Full Name

Vulf Sorgrim


| Speed 20 ft. 30 ft . no armor| Spells: 1st 3+1/3+1 | Acid dart 5/7 | Artificer's Touch 7/7 | Channel 1/4 Active conditions: none.


[spoiler=Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10[/spoiler]


Male NG Human (Ulfen) Cleric 4 | HP 30/30 | AC 18 T 11 FF 17 | CMB +5, CMD 16 | Fort +5, Ref +2, Will +8 | Init: +3 | Perc: +5, SM: +4



Special Abilities

Artificer/Earth Domains




Sculptor, Adventurer

Strength 14
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 18
Charisma 9

About Vulf Sorgrim

Vulf Sorgrim (CORE)
Male human (Ulfen) cleric of Torag 4
LG Medium humanoid (human)
Init 3; Senses Perception +5
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 30 (4d8+7)
Fort 5, Ref 2, Will 8
Speed 30 ft. (20 ft. in armor)
Melee +1 warhammer +6 (1d8+3 B/×3) or
. . dagger +5 (1d4+2 P or S/19+)
Ranged sling +4 (1d4+2 B)
Special Attacks channel positive energy 5/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 4th; concentration +8)
. . At will—mending
. . 7/day—acid dart (1d6+2 acid), artificer's touch (1d6+2 , bypasses DR and hardness 4)
Cleric Spells Prepared (CL 4th; concentration +8)
. . 2nd—bull's strength, resist energy, soften earth and stone[D], spiritual weapon
. . 1st—bless, magic stone[D], magic weapon, protection from evil, summon monster I
. . 0 (at will)—create water, detect magic, guidance, resistance
. . D Domain spell; Domains Artifice, Earth
Str 14, Dex 12, Con 12, Int 12, Wis 18, Cha 10
Base Atk +3; CMB 5; CMD 16
Feats Catch Off-guard, Extra Channel, Magical Aptitude
Traits reactionary, sacred conduit
Skills Acrobatics -2 (-6 to jump), Appraise +8, Craft (sculpture) +6, Knowledge (religion) +8, Perception +5, Spellcraft +10
Languages Common, Dwarven, Skald
Combat Gear scroll of consecrate, owl's wisdom, wand of cure light wounds, wand of hide from undead (50 charges), holy water (3); Other Gear +1 breastplate, chain shirt, +1 warhammer, dagger, sling, backpack, bedroll, flint and steel, hemp rope (50 ft.), lamp, masterwork sculpting tools, silver holy symbol of Torag, torch (10), trail rations (10), waterskin, wooden holy symbol of Torag, 1,338 gp, 7 sp
Special Abilities
Acid Dart 1d6+2 acid (7/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Artificer's Touch 1d6+2 (7/day) (Sp) Melee touch attack deals 1d6+2 damage to objects or constructs, bypassing 4 hardness.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Cleric Channel Positive Energy 2d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Artifice)
Cleric Domain (Earth)
Vulf, at just over six feet tall is a bit short for one of Ulfen heritage. His pale face is framed by a braided, straw-blonde beard adorned with small, intricately detailed rings that he personally sculpted from iron and stone. The five rings depict a badger, a bellows, an iron hammer, a set of tongs, and a shield, respectively. His holy symbol, a medallion carved In the shape of a hammer, is set within an iron chain that sits around his neck. Vulf sports a chainshirt, covered by a well-used smithing apron. Affixed to his limbs are thick, leather gloves and boots lined with white fur

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Special Abilities

Artificer's touch

Acid dart

Channel Energy (2/day)

Bot Me!:

Vulf is a boisterous character, though a bit of a pessimist. While often practical, he also spends much time admiring natural wonders, works of art, and other thing of great beauty. As he travels, he tends to pick up small pebbles and trinkets, which he then carves into intricate statuettes. Often, he will drop one of his works in a room or along the road, hoping that they will one day be found and serve as a source of curiosity, wonder, or inspiration.

While exploring, Vulf offers his knowledge of engineering to help the party explore. He casts guidance liberally to aid with his companions' skill checks to find anything that looks to be of interest.

If diplomacy is needed, Vulf offers assistance in the form of a guidance spell

If combat breaks out, Vulf casts bless on his allies and tries to identify monsters. In the second round, he will strike with his warhammer.

[dice=Melee (+1 warhammer)]1d20+5[/dice]
[dice=Damage (B)]1d8+3[/dice]

[dice=Melee (+1 warhammer_ w/Bless]1d20+5+1[/dice]
[dice=Damage (B)]1d8+3[/dice]

At range, his preferred means of attack is by acid dart.

[dice=Range touch attack (acid dart)]1d20+3[/dice]
[dice=Damage (acid)]1d6+1[/dice]

If a party member takes considerable damage, Vulf will fight his way to his allies to provide healing with his wand of cure light wounds.

[dice=Cure light wounds]1d8+1[/dice]