Horned Apostle

The Horned Lord snatched you up by the neck and peered deep into your eyes. After a few moments, he flung you away, but you carried with you a fragment of his essence. The fragment bound you to the violent god and began your transformation into a bull-headed humanoid.
As a horned apostle, you gain nearly a foot in height and 50 or so pounds of muscle. Your skin assumes a greenish color and green streaks appear in your hair, if you have any. Your eyes shine with emerald light, and a great rack of sharp antlers sprouts from your forehead. You are a wild one of the woods now, protector of wild animals and foe to tyrants the world over.

Level 7 Horned Apostle

Attributes: Increase three attributes by 1 each.
Health: +12
Languages: Any one
Traditions: Primal, Spells: One expert
Might of the Horned Lord: You make Strength rolls with 1 boon, and you impose 1 bane on rolls against your Strength.
In addition, you grow from your head a pair of sharp horns. The horns are natural weapons that deal 2d6 damage and have the Brutal trait. When you get a critical success for an attack using these horns against a target of your Size + 1 or smaller, you can push the target 1d6 yards away from you and knock it prone.
Finally, if you are grabbed, held, or wearing chains or rope bindings on your turn, you can expend 2 yards of movement to break free of the chains or bindings, end the grabbed effect, or remove the held affliction.

Level 8 Horned Apostle

Health: +12, Bonus Damage: +1d6
Spells: One expert
Hunt the Prey (Magical): You can use this talent when you harm an enemy. The enemy becomes vulnerable until it dies, you become unconscious, or the prey moves across running water. You always know the exact location of any vulnerable creature within 20 yards and your attacks against vulnerable targets deal an extra 1d6 damage.

Level 10 Horned Apostle

Health: +12 Bonus Damage: +1d6
Spells: One master
Like Lambs: You roll to attack creatures frightened of you with 2 boons and your attacks against such creatures deal an extra 3d6 damage.
Victorious Roar (Magical): When you cause an enemy within 5 yards to become incapacitated, you can roar. Each enemy within 10 yards that can hear you makes a Will roll. On a success, the enemy becomes immune to this talent for 24 hours. On a failure, the enemy becomes frightened of you (luck ends).