HUBRIS (Lord of Battles)
Greater Power
Portfolio: War
Alignment: Lawful Neutral
Ability Requirements: Wis 9, Str 13
NWP Required: Blind-fighting, endurance
Weapons Allowed: Battle axe, bows, dagger, knife, lance, maul, mace, polearms, spear, swords, warhammer. Specialization in one is required.
Armor: All
Major Spheres: Combat, War, Law
Minor Spheres: Necromantic, Protection, Healing
Granted Powers: At 3rd Level: Incite Berserker Rage, up to 3 times as many people as Priest has level. This gives followers (and only Warriors) +2 to hit and twice as many attacks per round, for two rounds per level of the Priest. The Priest must select beforehand how many rounds the rage will last, but it must be at least three. He cannot control it afterward.
The incited will stay conscious up to and including -5 hit points. At -6, however, they will die. If an incited Warrior is between 0 and -5 when the rage wears off, he will die if not immediately tended to (the following round at the latest). If the rage is in effect after all enemies are slain, then the incited will attack any living thing, including their friends, each other, and the Priest until the rage wears off. Berserkers suffer -2 to their Armor Class while enraged.
Hubrians, called Warbringers, exist to promote and participate in battle. They are conquerors, and will lead by power and force, crushing the bodies and spirits of the weak. They do not revel in death and destruction, for they know that the vanquished will better serve them in their armies than in graves. A popular Hubrian saying is "Better served as a slave with a sword than an enemy with a grave." Hubrians respect authority a great deal, but leader must be worthwhile. They will never follow a weak leader. An adventuring Hubrian Priest will always lead a party unless there is someone he recognizes as competent authority. Otherwise, he will leave a party he cannot lead.