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Each barbarian kit consists of the following elements:  Description: The distinguishing features of a character associated with this kit, including manner, appearance, and cultural background.

Requirements: Ability scores and other special requirements. Characters can't take the kit if they don't meet these qualifications. Standard means there are no special requirements.

Homeland Terrain: Some kits are associated with certain environments. Required means that a character taking this kit must take the indicated homeland terrain; if more than one type is listed, the player may choose one. Any means that the player may use any homeland terrain that the DM approves.

Role: The character's beliefs, motivations, and personality; his role in a campaign and relationships with members of his party. Note that these traits don't necessarily apply to every character associated with the kit. Players may shape the personalities of their PCs based on these suggestions, or they may disregard them and create personalities of their own.

Secondary Skills: If you're using the rules for secondary skills from Chapter 5 of the Player's Handbook, the character is restricted to the skills in this section.

Weapon Proficiencies: If you're using the weapon proficiency rules, this section lists the character's options. He may have to take a required weapon, or he may be allowed to choose from a recommended list. Otherwise, he can become proficient in any weapon normally allowed barbarians (see Chapter 5).

Nonweapon Proficiencies: Although non weapon proficiency rules are optional, they're strongly recommended. However, if you're using secondary skills, you shouldn't use non weapon proficiencies. Likewise, if you're using nonweapon proficiencies, omit secondary skills.

Bonus proficiencies are received free; they cost no proficiency slots. The character must take all required proficiencies, spending the necessary slots. The player may also choose from a list of recommended proficiencies. A recommended proficiency costs the normal number of slots. A player should spend all or most initial slots on recommended proficiencies, though he's not required to do so. Barred proficiencies can't be taken; as the campaign progresses, the DM may give barbarian characters access to barred proficiencies.

An asterisk (*) indicates a new proficiency described in Chapter 4.

Economic System: The economic system of the character's homeland. The character may change or adapt his system after he spends some time in the outworld, but typically a barbarian will stay with the same economic system for life. (See Chapter 2 for definitions and explanations.)

Wealth Options: The character's starting funds. Often, funds are indicated as a variable amount of animal products. Determine the type and number of products based on the suggestions in the appendix; the products come from animals native to the homeland terrain (arctic barbarians may have walrus tusks but not alligator hides). For convenience, the DM may instead assign the barbarian a number of "standard" pelts, with each pelt having a value of 1 gp. (For example, if the barbarian is allowed 9 gp worth of animal products, he begins with nine standard pelts). These pelts don't have to be named; they're presumably an assortment of small animal skins, such as weasel, raccoon, and fox.

Armor and Equipment: Unless indicated otherwise, all barbarians receive their beginning armor free of charge. With the DM's permission, he may trade some of his initial wealth (see the "Wealth Options" section) for better armor. He may not, however, obtain armor better than hide (Armor Class 6). With the DM's approval, he may also trade for a shield.

A barbarian receives free any single weapon with which he is proficient. He may acquire additional weapons if he has animal products or other goods to trade. All weapons must be compatible with his background and culture. Generally, barbarians are limited to the standard weapons listed in Chapter 1 and the new weapons discussed in Chapter 5. Though a beginning barbarian usually won't have more than two weapons, the DM may grant exceptions. As a rule of thumb, a barbarian won't acquire more equipment than he can carry.

When choosing weapons, the player should designate the construction material (a wood spear, a bone knife, a stone ax). The DM may veto a particular material if it isn't available in the barbarian's homeland, or if it violates a cultural taboo.

Weapons marked with an asterisk (*) are discussed in Chapter 5.

Spheres: (Clerics only.) Standard means the cleric has access to the spheres listed in Chapter 1. Otherwise, he must choose his spells from the indicated spheres.

Talisman: (Clerics only.) A suggested talisman for turning undead (see Chapter 2). The player may substitute a different talisman if he wishes and the DM approves.

Special Benefits: All kits grant special advantages that aren't normally available, such as improved abilities, special powers, and reaction bonuses. All benefits are received free.

Special Hindrances: To balance their benefits, kits also carry hindrances such as reaction penalties, cultural restrictions, and ability limitations. All hindrances are in addition to any disadvantages normally associated with barbarians.

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