Brute

The most primitive barbarian, the Brute combines traits of both humans and animals. He is heavily built and thick-boned, with a sloping skull resting low on his neck, and fanged jaws protruding over a receding chin. Coarse hair covers his hide-like skin. Long, powerful arms let him lope on all fours and clamber up trees like a monkey. Lacking the intelligence of other barbarians, he depends on his keen senses, natural resilience, and sharp instincts to help him survive.

Role

In his homeland, the Brute’s life consists of hunting, sleeping, and fending off predators. Consequently, he values personal virtues that enhance the chances of survival, including cooperation, courage, and generosity. His moral code consists of two basic principles: (1) do no harm to those who pose no threat, and (2) destroy those who would harm him or his companions. The Brute has no use for virtues and vices associated with civilized societies. Etiquette, greed, personal honor, and loyalty to abstract principles are unknown to him. He can’t be insulted or blackmailed, nor can he be tempted with treasure. A Brute’s interests seldom extend beyond his current needs; with food in his stomach and a soft patch of ground on which to nap, he’s as content as he can be. A Brute allies himself with an adventuring party for companionship, protection, or even the promise of regular meals. He remains loyal so long as his companions treat him decently. He has no aptitude for leadership, strategic planning, or negotiation; he takes orders from anyone he trusts. He serves his party as a forager, hunter, and combatant. Though a Brute’s companions may admire his loyalty and friendliness, they may also balk at his animalistic behavior. He howls at the moon, licks himself clean, and grooms animals by picking bugs from their fur. He eats raw meat, tearing apart carcasses with his teeth. He speaks in grunts, never more than a few syllables at a time. He identifies friends by their smells, and investigates strangers by sniffing them up and down.

Distinctive Appearance

None

Special Benefits

The Brute’s coarse hair, thick skin, and dense bones give him a natural armor class of 6 (boosted to AC 4 when he wears padded or leather armor).

A Brute climbs as a barbarian two levels higher.

When fighting without weapons, the Brute can propel himself into a berserk frenzy. Bites, punches and kicks are all directed at a single opponent. A single attack roll is used to determine if these attacks finds their mark. Damage is d6.

A Brute can trail a human, animal, or demi-human by scent, presuming the quarry made the trail within the previous 24 hours. The Brute must be familiar with the quarry, or must have a sample of the scent (a scrap of hide, a lock of hair, a piece of clothing). A Brute has the same chance to follow the trail as if he had the Tracking proficiency. Use only the modifiers relevant to following a trail by scent, including those associated with the number of creatures in the group, elapsed time, and inclement weather. Use the Brute’s Wisdom score to make tracking checks. If the Brute has the tracking proficiency, he receives a +2 bonus to his checks. A Brute can also identify a particular character or creature by its lingering aroma, presuming the character or creature was in the area within the past 24 hours. The Brute must be familiar with the creature or have a sample of the scent. The Brute identifies the scent with a successful Wisdom check.

Because of the Brute's sharp senses, he receives a +2 bonus to his surprise rolls.

Special Hindrances

A Brute begins with only one non-weapon proficiency.

A Brute begins with only two weapon proficiencies.

A Brute has a base movement rate of 12.

A Brute can't know more than a single language.

A Brute will not use magical items that require command words or concentration for their use. He can use magical potions, clothing and weapons.

Class

Barbarian

Attribute Requirements

Maximum Intelligence of 6 and a maximum Charisma of 8. A Brute gains a +1 bonus on his initial Strength score or a bonus of 25% on exceptional strength.

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

Club

Required Weapon Proficiencies

Brutes must select all subsequent proficiencies from the following choices: axe (any), Celt, dagger, knife, spear.

Recommended Weapon Proficiencies

None

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Danger Sense

Recommended Non-Weapon Proficiencies

Artistic Ability, Endurance, Fire Building, Fishing, Foraging, Hunting, Light Sleeping, Tracking, Wild Fighting

Barred Non-Weapon Proficiencies

Agriculture, Alertness, Boating, Crude Armorer, Crude Bowyer/Fletcher, Crude Weaponsmithing, Dancing, Horde Summoning, Leadership, Pottery, Riding (Airborne or Land-based). A Brute is also barred from all of priest proficiencies.

Equipment

The Brute begins with padded or leather armor, usually a large fur with a hole in the center, slipped over his head to hang down his body. A Brute may not use any weapons other than those listed in the weapon proficiencies section above. A Brute rarely uses a shield; it interferes with hunting.

Wealth Options

The concept of trade is alien to the Brute, because he’s used to foraging whatever he wants from the wilderness, and doing without if he can’t find it. He begins with no funds or tradable goods. After the barbarian spends some time in the outworld-say, after he’s advanced one level-the DM may allow him to learn a barter system.

Homeland Terrain

Forest, Jungle, Mountains (Any, those listed are most likely. )

Economic System

Trade-free