--------------------
Racial Trait
Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Trickery Blessing
Double (minor): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. The double created by this ability doesn't stack with the additional images from the mirror image spell.
Water Blessing
Ice Strike (minor): At 1st level, you can touch one weapon and enhance it with the power of water. For 1 minute, this weapon glows with a blue-white chill and deals an additional 1d4 points of cold damage with each strike. This additional damage doesn't stack with the additional damage from the frost or icy burst weapon special abilities.
Sacred Weapon (Su)
At 1st level, weapons wielded by a Warpriest are charged with the power of his faith. In addition to the favoured weapon of his deity, the Warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the Warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type.
The Warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.
Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1.
The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.
Arrow-Splitter (Ex): A toxophilite gains a +1 bonus on ranged attack rolls against creatures or objects two or more size categories smaller than her. The toxophilite’s ranged attacks also deal full damage to objects instead of half damage. This ability replaces wild empathy.
Class Skills: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
--------------------