Brute[]
Description: The most primitive barbarian, the Brute combines traits of both humans and animals. He is eavily 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.
Requirements: A Brute has a maximum Intelligence of 6 and a maximum Charisma of 8. (If you're using Table 2 in Chapter 1 to determine ability scores, treat Intelligence scores of 7 or higher as 6, and Charisma scores of 9 or higher as 8.) A Brute gains a +1 bonus on his initial Strength score or a bonus of 25% on exceptional strength.
Homeland Terrain: Any, with Mountains, Jungle, and Forest the most likely.
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.
Secondary Skills: Fire-maker, Forager, Hunter.
Weapon Proficiencies: A Brute begins with only two weapon proficiencies. Thereafter, he gains new proficiencies at the normal rate.
- Required: Club. Brutes must select all subsequent proficiencies from the following choices: axe (any), celt*, dagger, knife, spear.
Nonweapon Proficiencies: A Brute begins with only one nonweapon proficiency. He gains new proficiencies at the normal rate.
- Bonus: Danger Sense*.
- Recommended: Artistic Ability, Endurance, Fire-building, Fishing, Foraging*, Hunting, Light Sleeping*, Tracking, Wild Fighting*.
- Barred: 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 the shaman proficiencies on Table 31 in Chapter 4.
Economic System: Trade-free.
Wealth Options: The concept of trade is alien to the Brute, because he's used to foraging what ever 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; see the Money section in Chapter 2 for suggestions.
Armor and Equipment: The Brute begins with padded or leather armor, usually a large fur with a hole in he 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.
Special Benefits[]
Enhanced Natural Armor: 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). Improved Climbing: A Brute climbs as a barbarian two levels higher (see Table 9 in Chapter 1).
Wild Brawl: 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 1d6.
Enhanced Sense of Smell: A Brute can trail a human, animal, or demihuman 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. (Refer to Table 39 in the Player's Handbook. 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.
Surprise Bonus: Because of the Brute's sharp senses, he receives a +2 bonus to his surprise rolls.
Special Hindrances[]
Reduced Movement: A Brute has a base movement rate of 12.
Language Limit: A Brute can't know more than a single language.
Limited Magic: A Brute will not use magical items that require command words or concentration for their use. He can use magical potions, clothing and weapons.
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