A pretty jolly Warpriest of Gorum.
1) Stat Adjustment = 10 foot boost to movement speed
-1d6 gore attack with tusks
-1d4 double attack with hooves
-Scent monster-ability up to 30 feet
8) Low-Light Vision = Can see twice as far as humans in dim light.
Stat-Point Alotment – 21
STR: 16 (4) when transformed
DEX: 12 (1)/15 (1)
WIS: 15 (+2)
CHA: 10/8 (-1) when transformed
1) Fate’s Favored – Add +1 to any boost granted by a luck bonus.
2) Child Of Kintargo – Gain K-Nobility as a class skill and a +1 bonus to it. Gain a noble’s outfit, a signet ring, and one non-magical item valued up to 200G.
Lv1 Feat: Intimidating Prowess – Add Str-mod to Intimidate skill checks along with Cha-mod.
Lv1 Bonus Feat: Weapon Focus – Add +1 to attack rolls with a specific weapon.
Lv1 Attack Roll: 1d20 + 3/4 (Str) + 1 (Weapon Focus) = 1d20+4/5
Lv1 Damage Roll: 2d6 + 4/6 (Str-Mod 3 + Two-Handed Bonus 1 / Str-Mod 4 + Two-Handed Bonus 2)
AC: 10 + 6 (Chainmail) + 1 (Dex) = 17/Touch: 10/ Flat-Footed: 16
CMB: 4 (Str-Mod) = 1d20 + 3/4
CMD: 10 + 3/4 (Str-Mod) + 1 (Dex-Mod) = 1d20 + 14/15
Fort: 2 (Class) + 1/2 (Con-Mod) = 1d20 + 3/4
Reflex: 1 (Dex-Mod) = 1d20 + 1
Will: 2 (Class) + 2 (Wis-Mod) = 1d20 + 4
Skills: 2 + Int Mod(1) Per Level:
Climb(Str): 1d20 + 3/4 (Str-Mod)
Diplomacy(Cha): 1d20 + 1/-1 (Cha-Mod)
Heal(Wis): 1d20 + 2 (Wis-Mod)
Intimidate(Cha): 1d20 + 1/-1 + 3/4 (Str-Mod) + 3 (Class Skill Rank1) = 1d20 + 7
Know-Nobility(Int): 1d20 + 1 (Int-Mod) + 1 (Trait) + 3 (Class Skill Rank1) = 1d20 + 5
Know-Religion(Int): 1d20 + 1 (Int-Mod) + 3 (Class Skill Rank1) = 1d20 + 4
Perception(Wis): 1d20 + 2 (Wis-Mod)
Ride(Dex): 1d20 + 1 (Dex-Mod)
Sense Motive(Wis): 1d20 + 2 (Wis-Mod)
Survival(Wis): 1d20 + 2 (Wis-Mod)
Swim(Str): 1d20 + 3/4 (Str-Mod)
Glory: Glorious Presence (minor): At 1st level, you can touch an ally and grant it a glorious blessing. For 1 minute, the ally becomes mesmerizing to her foes. This functions as sanctuary, except if the ally attacks an opponent, this effect ends with respect to only that opponent. This is a mind-affecting effect.
War: War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Available Starting G: 150 (+ 1 non-magical item costing up to 200G)
Free (Class): One outfit costing 10G or less.
Free (Trait): Noble’s Outfit & Signet Ring
Free (Trait): Chainmail – 150G: 2 Max Dex Bonus/-5 Armor Check Penalty
Warpriest’s Kit – 16G: This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Tabard – 5G: Often worn over armor, this outer garment is usually sleeveless and open at the sides. The broad front provides a canvas for insignias and coats of arms, making a wearer’s membership in an order readily apparent.
Greatsword – 50G: 2d6 Damage/19-20 Threat/x2 Crit/8 pounds/Slashing
Cure Light Wounds Potion – 50G: 1d8 + 1 heal
Spent G: 121 / Remaining G: 29