Umbakian Character Path: Ravager

Steel Realms

Those which are large in size, with great strength and vitality, weak in will, and true believers are selected at an early age. The selectors, of the clergy of Whelm and called Finders, have other conditions they test for to determine if the character will have the honor of becoming one of the chosen. They are taken by the time they turn 12 and hardened into a silent, stoic soldier. Disciplined, unquestioning of Lightbringer authority and sure of their place as the chosen by the clergy of Balthazaar. They become fanatics. When they are ready, and do not flinch at any distraction, they are exposed to the holy light of Ikribu’s Soul Forge in Kolmodin – capital of Carolingia (county of Umbak), giving them their golden skin, bright blue eyes and utter lack of hair. Their training is with the warriors of Whelm. They are trained to break a line, hold a line, rally a line, and skirmishing – it is one of the rare “lone wolf” roles used by the normally orderly and unit based Umbakian military. Ravagers are easy to spot in an Umbakian line, they are tall, always in front, don’t wear armor, wield massive swords or spears, and always pick the deadliest enemies. Ravagers are known both for the ravaging they do on their enemies, and the ravaged countenance from the power of righteousness that burns them down like a flame on a candle. Typically they serve from age 18-28, if they live.

Normal Umbakians which are turned into fanatics for crusades by the Pagraed Order of Ikribu, venerating Ikribu. Their seekers travel the breadth of Umbak seeking out those of the lesser social standing to indoctrinate into their program. They take only the largest, most average and most Umbakian looking, send them to one of three monasteries where they become completely programmed to be the machines of violence they are known for. They are then chosen for a specific crusade, and are always among the vanguard – the “tip of the spear”. Most never survive their mission, but their families are paid a weregild fee.
Those that do survive either develop a taste for it and move on to bigger campaigns in the service of Umbak, or reject Umbak and leave the order (though usually not rejecting Lightbringer faith altogether – usually moving their allegiance to Whelm), or in a rare instance become a “wandering ravager”. These lost souls wander Umbak seeking to feed their bloodlust with adventure – a few make it beyond the confines of their nation (generally helped along by countrymen), but being a center of violence wherever they go. Authorities are forbidden to simply kill them – they are trained by the Order and considered lost children of the god until they leave Umbak. These sometimes convert to Mizras (if the god will have them) – those that do not are often doomed to die in a bloodlust frenzy without allies. Those that do move their allegiance suffer no loss or penalty – but they also change their ways and take on the Code of Conduct: Good. They become stalwart defenders, using their might to defend the meek and stop injustice.
Surviving their mission grants them a certain amount of leverage within the Lightbringer faith. Conviction simply moves from Ikribu to Whelm.

Requirements

The path of the Ravager is extremely dangerous. The character has many other things already set and do not deviate. Ravagers are almost never encountered out of Umbak, and few make it to their mustering out.

D20 Ravager Mechanics

D20 Ravager Requirements

  • Cultural Experience: Umbak
  • Alignment: Lawful Good
  • Maximum Intelligence 13
  • Maximum Sanity 13
  • Race: Human
  • Class: Barbarian
  • Background: Soldier
  • Descriptors: Never grow hair, eyes are bright blue, skin turns a golden or bronze color
  • Mannerisms: Ravagers NEVER smile, and are fairly silent in all situations. They prefer large, 2 handed weapons.

D20 Ravager Features

  • Darkvision 60′
  • The Intimidate skill has no effect on them
  • Toughened: Max HP at first level, double Constitution bonus at 1st level
  • Stoic Rage: No Reckless Attack
  • Inspired Rush: All get Charger Feat; Can knockback 2 medium or 3 small opponents
  • March of the Righteous: As long as the Ravager moves 5′ forward before and after their attack, not provoking any attacks of opportunity. Whatever great weapon (2h) they are holding will burn red to match their rage as they mow enemies down. It sheds light as a torch.
  • Warriors Will: [Cost = 1 Essence permanently] Revivify + Raise Dead; A cleric of light can cast this in 1 round. The Ravager regains half their HP and instantly Rages – pushing aside all Disadvantages. If they have no Rages left, it still triggers but after the Rage is ended, they take 3 levels of Exhaustion. The Ravager must be called back for battle, their soul will answer no other call.
  • Ravaging Aura: [Cost = 1 Essence permanently] Bane in a 10′ radius (DC 15 Sanity save, first 5′ -4; next 5′ = -2 / save every round) except Lightbringer Followers, March of the Righteous does an additional 2 points of Radiance damage, gain and the Ravager gains the Dead on Your Feet feature. Lastly, the initial round that the aura comes into play, it has the effect of Thunderwave spell for the 5’1×5′ in front of them, doing Radiance damage instead of Thunder. This lasts until rage is done, or 10 rounds. This can be used outside of their Rage ability.

Effects of the Ravaging Aura

The aura takes a great toll on the Ravager. It causes the Ravager to forget their past, beginning with their earliest memories first. After 5 burned Essence, they have no memory of their family and early life. After 10, they have no memories of anything but training and being a Ravager.

Incarna iCore Details

The Ravager Character Path is required to be absolutely average (Human) to begin with; per Even Method of setting attributes – modified only by the normal Umbakian adjustments.
Additionally, all Ravagers are normal sized (11), with the Naturally Large adaptation (14 total).

Qualifying: 12 CP + Survival Check. The character suffers a number of wounds = 5 – Result Level of survival check. The Ravager can spend 1 Essence to negate the effect of any of these wounds instead.

Normal Umbakian Character

Ravager Path

Special Ability: “Rapturous Fury” – The character is trained to enter a berserk state, transported by rapture with their deity. Those with a Conviction and a Chi Pool can become instantly berserk (zero AM cost) for 20 Chi.
Doing so in this way means the Impairment normally coming after the berserk state lasts 4x as long – preventing the character from healing quicker. While berserk, they will never attack any target in positive Harmony with them or their faith. For each 5 Synergy spent (to a maximum of 20) immediately after berserking, their Iron Will and Danger Sense checks gain a +1 for the next hour (each 5 synergy after the first increases the time by an hour).

Fortune package:

Traits: Upbringing/Experience: Any

  • Automatic: [No Cost/Inside Path] Bloodlust (set; cannot be removed), Conviction 1 (Ikribu), Code of Conduct (Basic Tenets of Ikribu/Lightbringers), Synergy Pool (1;), Berserk *(Rapturous Fury)
  • Prohibited: [Forbidden] Wonderment
  • Optional: [Allowed; @ CP Cost/Inside Path] Shrug Off (Can be done while Berserking, as if the character were a Kinetic Natural Talent) – Can only be taken after character creation.
    Iron Will

Skills:

  • Automatic: [No Cost/Inside Path] Survival 2, Climb 1, Jump 1, Swim 1, Melee 2, Evade 1, Grapple 1, Lore: Umbak (depending on Upbringing/min. 1)

    Inside Path – Soak, Armor Use, Mobility, Ride

    The character gains the advantage of Advanced Insight. For all the skills in the Inside Path, after PL 4, the cost to improve all levels is reduced by 1 CP.
  • Prohibited: [Forbidden] Shoot, Persuade, Empathy, Mesmerism,
  • Optional: [Allowed; level @ CP Cost]
    Outside Path [Slow Learner] – Camuoflage, Stealth, Crafting, Lore (any but Umbak), Repair, Sleight of Hand, Tactics (any)

Combat Familiarities: (Automatic) Spear, Sword, Axe

Mustering Out

Typically, if they survive, they are mustered out with 2d6 (or 7) Essence left. They remember nothing except their life of combat, though little of their campaigns or any whom they served with. Just looking at them, its obvious that they are broken, wasted, spent and tired. Though they may have been powerful and experienced, the Ravager has nothing left except a haunting unflinching stare, and essentially must start over. They are covered in scars, both mental and physical. Most assimilate into communities with simple roles to live out their days with some sense of peace, and admiration from the community which they do not understand. Ravager surviving until mustering out do not lose their stoic, hardened visage. If anything, their features become more chiseled and sharp, they have bags under their eyes, and a permanent dour look and/or frown.

Rogue Ravagers: A few though, go “rogue”. The priestesses of Aerna have not been able to mend their broken mind and fractured memories. They leave Umbak confused, rejecting the laws and community. All the White Sisters are able to do is keep them calm, take them to the borders, kiss them on the head and mutter “The Light Endures. May you find peace and happiness, go with the Blessing of the goddess.” The Ravager will have to endure Nightmares and no rest until the time associated with two Long Rests has passed.

Keeping Faith: Once free of Umbak, most reject even the faith. These begin play as regular Barbarian, losing their Ravager powers heir Ravaging Aura is still available, they lose Reckless attack and the Bane effect is only 5′ radius for -2 penalty.

An Oath of Order: If their adherence to lawfulness is kept, the Ravager keeps the Inspired Charge capability.

Preserving the Way: If both their vows to faith and order are both adhered to, they regain the following:

  • Capability of March of the Faithful while the Ravaging Aura is going.
  • When crossing the territorial line of Umbak after the White Sister escort has bid them good life, they experience a Rapture; They relive all their service at once, purging them of any Nightmares and reducing their Sanity by 1 (maximum 10); They gain their Proficiency bonus on Sanity checks.
Realm's Aptitude Powers: Divine, Occult, and Psychic