Aura: Oloch's chaotic aura is moderate when using
detect chaos.
Blessings: Oloch can use any combination of his two bleessing abilities (glorious presence and war mind) 5 times per day.
Channel Positive Energy: Oloch can spend two uses of fervor to channel positive energy, either healing living creatures or harming undead creatures (his choice) in a 30-foot-radius burst for 1d6 damage. Undead can make a DC 14 Will save for half.
Fervor: Oloch can heal himself for 1d6 damage as a swift action. As a standard action, he can heal a touched ally for 1d6 damage or harm an undead for 1d6 damage as a touch attack. He can also spend fervor to cast any warpriest spell as a swift action, without somatic components or provoking an attack of opportunity. If he casts a spell this way, it can only affect him, iven if it normally affects multiple targets.
Furious Focus: Oloch does not take the usual Power Attack penalty to hit on his first attack each round.
Glorious Presence: Oloch can touch an ally. For one minute, that ally is protected by a special sanctuary effect that doesn't break for a particular enemy unless the ally attacks that enemy.
Orc Blood: Oloch counts as both an orc and a human for any effect related to race.
Power Attack: Oloch can take a -1 penalty to hit with his greatsword to deal +3 damage.
Sacred Weapon: If he wants, Oloch can do 1d6 damage with his greatsword. He can also spend a swift action to increase his greatsword to +2 or to add defending, flaming, frost, keen, shock or vicious to it. He can add these extra abilities for up to 4 rounds a day, but they don't have to be consecutive. Once he uses this ability in a day, he has to pick the same enhancement for the rest of that day.
Spontaneous Casting (Positive): Oloch can swap any of his 1st-level spells for cure light wounds or 2nd-level spells for cure moderate wounds on the fly.
War Mind: Oloch can touch an ally as a standard action. For one minute, that ally can choose at the start of its turn to gain +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus to attack rolls, or +1 luck bonus to saving throws. The choice lasts for one round.