OFFENSE
Speed: 20
BAB: 10/5
Power Attack: -3 to attack; +13 to damage
• Furious Focus negates first attack penalty per round
• -1 per and +3 per 4 BAB, then add 50%
• PA damage doubled on critical hit
Mounted: +1 to Davok for higher ground and another +1 to Davok and mount if both threaten
CMB: 16 = 10 (BAB) + 6 (Str)
darkvision: 60 ft.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman's ApprenticeOnly the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Favored Class Option: Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).
Paladin/VMC Barbarian:
Aura of Good, Aura of Courage, Aura of Resolve
Detect Evil
Smite Evil
Lay on Hands: (1/2 lvl + CHA)/day; 1d6/2 lvls
Divine Health
Mercy: Fatigued, Staggered, Confused
"Rage" (VMC): (Con + lvl))/day
Channel positive energy
Uncanny Dodge
Divine Bond: Mount
Lomasi:
Rhinocerous Animal Companion
N Large animal
Init 2
DEFENSE AC:30 = 10 + 13 (natural) + 2 (Dex) + 4 (armor) + 1 (AoNA); (touch 12, flat-footed 28)
hp 90
Fort +11, Ref +7, Will +5; +2 vs. aberrations, outsiders, and undead; +4 to Will vs. enchantment
OFFENSE Speed 40 ft.
Melee gore +12/+7 (2d6+9)
(Power Attack: -2/+6)
STATISTICS
Str 25, Dex 15, Con 20, Int 6, Wis 14, Cha 5
Base Atk +6; CMB +13; CMD 25
Feats Blind-Fight, Power Attack, Improved Overrun, Devotion against the Unnatural, Multiattack, Impaing Charge
Touched by Divinity: The PC can select a second domain granted by his affiliated deity. He can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains’ spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier.
Law Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
EQUIPMENT
Weapons and Armor: Adamantine Greatsword +1, +1 returning throwing axe, Dagger (x2), Chakram (x3), Full plate +1
Standard Gear: Silver holy symbol, Backpack, Bedroll, Belt pouch, Crowbar, Holy text (adventuring, x1; cheap, x2), Flint and steel, Hammer, Iron pot, Iron spike (x3), Mess kit, Rope (hemp, 50 ft.), Signal horn, Soap, Trail rations (2 days), Waterskin, Whetstone, set of fine clothing worth 100 gp
Mount: Masterwork studded leather barding, Exotic military saddle, Training kit, Bit and bridle, Carnivore feed (10 days)
Magic Items: Silver Dragon Scale Artifact (disguise), Wardstone fragment, Medal of Clarity, Cloak of Resistance +1, Amulet of Natural Armor +2, Ring of Climbing, Potion of cure light wounds