Aura: Crash has a particularly powerful aura corresponding to the Onomatopoeia’s alignment (Chaotic Neutral).
Blessings: Crash has selected his two blessings granted by his deity, which are Sun and Weather. Unless otherwise noted, using a blessing is a standard action. If a blessing’s power duplicates a spell effect, Crash‘s caster level for that power is equal to his warpriest level.
Each blessing grants a minor power at 1st level and a major power at 10th level. Crash can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the Crash’s level + Crash’s Wisdom modifier (11).
Blessings that affect weapons and armor benefit anyone who wields or wears those items, not just Crash.
Blinding Strike: At 1st level, Crash can create a flash of sunlight in the eyes of one of your opponents. The target is blinded for 1 round. If it succeeds at a Reflex saving throw, it’s instead dazzled for 1 round. Creatures with light blindness or light sensitivity take a –4 penalty on this saving throw. This is a light effect. Sightless creatures are unaffected by this ability.
Broken Mind: Crash gains a +2 trait bonus on saving throws against madness and confusion effects.
Called: Once per day upon rolling a natural 1 on an attack roll, Crash may reroll the die and take the second result instead.
Dayrunner: Crash takes a –2 penalty on all ranged attack rolls.
Ferocity: Crash can remain conscious and continue fighting even if his hit point total falls below 0. He is still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Power Attack: Crash can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if he is making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if he is making an attack with an off-hand weapon or secondary natural weapon.
When his base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
He must choose to use this feat before making an attack roll, and its effects last until his next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Sacred Weapon: At 1st level, weapons wielded by Crash are charged with the power of his faith. In addition to the favored weapon of his deity Onomatopoeia, Crash 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 Crash 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.
Storm Strike: At 1st level, Crash can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. This additional damage doesn’t stack with the additional damage from the shock or shocking burst weapon special abilities.
Weapon Familiarity: Crash is always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.