Barbarian (TotL)

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Barbarians are warriors who live on the edge of civilization, both geographically and culturally. Because they do not live the soft lives of town and city dwellers, they are, on the average, a tougher breed of fighter. The barbarian is a class within the warrior group. Their THAC0s, experience point levels, saving throws, and other statistics are the same as for standard fighters, unless otherwise noted. (See the People of Ansalon chapter for a discussion of barbarians as a race.)
Barbarian 	Minimum
Strength 	10
Dexterity 	8
Constitution	12
Wisdom 	8
Characters who fail to meet these minimums can still be from a barbarian tribe but cannot belong to the barbarian fighter class
Weapon Proficiencies: Required: Battle Axe, Bastard Sword. Recommended: Bow (any), Sling, Sword (any), War Hammer.
Nonweapon Proficiencies: Bonus Proficiency: Endurance. Recommended: Animal Handling, Animal Training, Direction Sense, Fire-Building, Land-Based Riding, Weather Sense, Blind-Fighting, Hunting, Mountaineering, Running, Set Snares, Survival, Tracking. DMs may rule that the Barbarian character must select a proficiency to match the tribal subsistence pattern, such as Agriculture, Fishing, or Hunting.
Equipment: A barbarian character may not purchase armor heavier than splint, banded, or bronze plate mail until after he ventures into the outside world. The only weapons that may be purchased are those common to the barbarian's tribe
Special Benefits: Barbarians, due to their impressive strength and savage magnetism, gain a +3 reaction bonus in certain situations. Whenever the barbarian character has a reaction roll of 8 or less, counting racial and Charisma bonuses, the +3 bonus is subtracted, making for an even stronger good reaction.
Special Hindrance: On the other hand, these striking qualities can work as a disadvantage, too. Whenever the barbarian character gets a reaction roll of 14 or more, a -3 penalty is subtracted (the net result is added), making the reaction worse than it would have been.
Wealth Options: Barbarians start with 3d4x10 stl, and must spend all but three stl or less.
==Plains Barbarians==
Most of Ansalon's plains barbarians are found in the land of Abanasinia, the homeland for a number of tribes. Plains barbarians also appear in any plains area that has a 50 mile radius with no cities or towns. Plains barbarians are common on Ansalon, and thus receive no special abilities or penalties over the typical barbarian class. (See “Barbarians” in the People of Ansalon chapter.)
==Ice Barbarians==
Ice Barbarians live in the regions of Icereach. These good-aligned folk battle the Thanoi while remaining out of reach of most civilized areas.
Special Abilities: Besides the abilities listed in the barbarian class description, Ice Barbarians have immunity to cold based attacks such as white dragon breath and cone of cold spells.
Ice barbarians automatically gain the Survival (arctic) nonweapon proficiency. They begin with 1d4x10 stl. Though characters cannot initially purchase armor, each PC has a bulky fur wrap that grants AC 5. Weapons common among ice barbarians are clubs, battle axes, maces, and daggers.