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Spells Prepared
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Warpriest: CL 5th; Concentration +8
..2nd Lvl: Bull's Strength (1/1), Grace (1/1), Spiritual Weapon (1/1)
..1st Lvl: Divine Favor (5/5)
..Orision: Create water, Guidance, Light, Resistance
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Skills
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Acrobatics: +6 (+2 to jump)
Appraise: +0 (+2 to assess nonmagical metals or gemstones)
Bluff: -2
Climb: -1
Diplomacy: -2 (-4 vs. creatures of a different race or culture)
Disguise: -2
Escape Artist: -1
Fly: -1
Heal: +3
Intimidation: -2
Perception: +10
Ride: -1
Sense Motive: +8 (+6 vs. creatures of a different race or culture)
Stealth: -1
Survival: +3
Swim: -1
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Special Abilities
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Blessings: (5/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision: (60 feet) You can see in the dark (black and white only).
Deep Warrior: +2 Gain a bonus to AC and grapple vs. Aberrations.
Fate's Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Fervor: (1d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
From the Grave: At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.
Gentle Rest:At 1st level, you can fill a living creature with tethargy by hitting it with a melee touch attack, causing it to become staggered for 1 round. If the target is already staggered, it falls asleep for 1 round instead. An undead that's touchedis staggered for a number of rounds equal to your wisdom modifier (+3).
Greed: +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Improved Overrun: You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Power Attack: -1/+2 You can subtract from your attack roll to add to your damage.
Relentless: +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Rock Stepper: Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Sacred Weapon: +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy: 2d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Xenophobic: -2 diplomacy and sense motive vs. those of a different race or culture.