Clarifications and Modifications (CBarbH)

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The following modifications supplement the proficiency descriptions listed in Chapter 5 of the Player's Handbook. These modifications apply only to barbarians. Proficiency bonuses, where indicated, are added to the normal check modifiers. For example, if a barbarian with Wisdom 12 uses the hunting proficiency (Wis -1) in his homeland terrain (+2), he makes his check at Wis +l; a roll of 13 or less is a success.
==Agriculture==
Available only in the most advanced barbarian cultures, this proficiency gives the character a primitive knowledge of farming techniques. He knows how to care for small herds of livestock, such as goats and sheep. He can raise modest crops in favorable conditions, usually wheat, rice, and other grains. He knows that plants grow better in cultivated soil, and uses sticks and bones to break the ground. He has little or no understanding of irrigation, fertilization, pest control, food preservation, or crop rotation.
==Animal Lore==
All barbarians automatically have the animal lore proficiency for creatures in their homeland terrain (see Chapter 1). In situations where a proficiency check is required, the DM should make an Intelligence check instead. If a barbarian spends a slot on this proficiency, he acquires a knowledge of animal lore for creatures other than those native to his homeland terrain. He then uses the rules in the animal lore proficiency description in the Player's Handbook.
==Animal Training==
To acquire this proficiency, a barbarian mu come from a society where animals have be domesticated as pets, mounts, or workers. Ge erally, a barbalian can only train animals native to his homeland terrain, though the DM may approve related species. For example, with the DMs permission, an arctic barbarian may train a brown bear, even if the polar bear is the only species native to his homeland.
==Artistic Ability==
A barbarian must select an art form common to his homeland. Acceptable choices include cave painting, plainsong (a style of singing based on approximate pitches instead of fixed intervals, performed without harmony or instrumental accompaniment), crude sculpting (in clay, wood, or bone), and primitive mosaics (colored pebbles or bits of bone arranged in appealing patterns).
A barbarian with the artistic ability proficiency receives a +1 bonus to dancing and musical instrument proficiency checks.
==Dancing==
A barbarian with this proficiency knows the ceremonial and recreational dances associated with his homeland. Such dances may be augmented with hoops, sticks, rattles, and other objects that enhance both the complexity and aesthetic quality of the performances.
==Fishing==
Instead of fishing with hooks and nets, most barbarians use spears or their hands. When fishing, a barbarian makes a proficiency check every hour. If the check succeeds, the number of fish caught equals the difference between the die roll and the barbarian's Wisdom score. An adult can live on two typical game fish (such as trout, bass, or bullhead) per day.
Modify the number of fish caught by factoring in the quality of the fishing spot. Consult Table 32 and multiply the base number (the proficiency die roll minus the fisher's Wisdom) by the indicated modifier. These guidelines help determine the quality of the spot:
Poor: Swamp, bog, shallow creek
Average: Slow-running stream or river; moderately deep pond or lake; shore of body of water (as opposed to the center); sunny area in warm weather, shaded area in cool weather.
Good: Rapid-running stream or river; deep pond or lake; center of a body of water (as opposed to the shore); shaded area in war weather, open sunny area in cool weather.
 Table 32: Quality of Fishing Spots
Quality	Multiplier
Poor 	(round down)
Average	1
Good 	2
Example: Grog has the fishing proficiency and a Wisdom score of 13. He's fishing in a Poor quality spot. Grog's player rolls an 8. With this roll in an Average spot, Grog would ordinarily catch five fish (13-8). Multiply the base number by the Poor multiplier from Table 33 (4). Grog catches two fish (5 x , rounded down).
==Healing==
A barbarian with the healing proficiency may only diagnose and treat diseases common in his homeland terrain. He may not treat a poisoned individual unless the victim is suffering from a natural, nonmagical poison. He must also be familiar with the source of the poison. If the victim has been poisoned by a creature, the creature must be native to the barbarian's homeland terrain. If the victim has been affected by a poisoned weapon, the poison must be from a plant, animal, or mineral found in the barbarian's homeland terrain.
==Herbalism==
A barbarian may only identify and work with vegetation native to his homeland terrain. If he has both the herbalism and healing proficiencies, he may prepare and treat poisons in accordance to the restrictions outlined in the healing proficiency description above. With the DMs permission, assume that a barbarian carries a reasonable number of healing and poisonous herbs from his homeland.
==Hunting==
A barbarian has a +2 bonus when hunting in his homeland terrain, or when hunting an animal native to his homeland terrain. For example, a barbarian from a jungle homeland doesn't qualify for a bonus when hunting in the plains. But if he stalks a jungle animal on the plains (such as a tiger that escaped from a king's private game preserve), he makes his proficiency checks at +2.
Table 33 indicates the number of rations provided by various sizes of game animals. These figures are approximations; the actual numbers depend on the consumers' sizes (a bulky fighter may need more food than a slim cleric), ages (adolescents may eat more than the elderly), health (a healthy character can do with less food than his ailing companion), and activities (a character who spent the day fighting may need more food than a friend who spent the day reading).
 Table 33: Rations Produced Per Animal
Size of game animal	Number of rations*
S 	1-2/2-3
M 	3-4/4-6
L 	5-9/8-12
H 	9-15/15-25
: * A ration is the food necessary to feed an average adult for one day. The figures to the left of the slash left of the slash indicate the number of rations obtained when a character of aver age skill handles the butchering. The figure to the right show the number of rations obtained by a character with the animal rending proficiency (see below).
==Jumping==
As discussed in Chapter 1, barbarians already have exceptional leaping and springing abilities. In most cases, spending slots on the jumping proficiency won't improve their natural skills. Barbarians usually won't attempt pole vaults, regardless of whether they have this proficiency.
==Languages, Ancient==
The barbarian has mastered an obscure language associated with his homeland. Ancient barbaric languages don't necessarily involve words; they may consist of grunts, snorts, tongue clicks, or whistles. This proficiency enables the barbarian to vocally reproduce the language; he can't write or read it. The player should provide an explanation for the barbarian's fluency.
==Local History==
A barbarian with this proficiency must specialize in the legends and lore of his homeland. An oral historian, the barbarian can recite from memory a plethora of information concerning events, characters, and locations from bygone eras.
==Musical Instrument==
A barbarian must choose an instrument from his homeland. Typical instruments include the
: bow and gourd (an animal sinew stretched taut on a curved stick with a hollow gourd attached; bending the stick when the string is plucked varies the pitch, which is amplified by the gourd);
: elephant horn (a hollowed tusk with openings at both ends, played like a trumpet); reed whistle (a hollowed branch or reed, perforated with holes that can be covered with the fingers and played like a flute);
: log drum (a hollowed log with an animal skin stretched across the top, played with sticks or hands);
: and lamellaphone (a thumb piano, made from bamboo strips secured to a small box; the plucked strips produce tones that resonate inside the box).
A barbarian's approach to rhythm and harmony may be unusual, but the complexity and emotional content of his performances are comparable to those of a trained outworld musician.
==Pottery==
Though barbarians usually don't have potter's wheels, kilns, and glazes, they can still create a surprising variety of earthenware objects. They begin by removing stones, splinters, and other debris from lumps of clay, then knead the clay with water until it softens. They roll the clay into coils, then shape it into bowls, pots, and cups. They may press ornamental pebbles and bones into the sides of the object, or use sharp sticks to etch designs. The objects are then air-dried or placed near a fire to harden.
==Riding, Airborne and Land-Based==
A barbarian may only ride land-based or airborne mounts native to his homeland. Because of his exceptional physical prowess, a barbarian can execute any of the special feats listed in the Player's Handbook descriptions without a saddle. For instance, he can leap onto an airborne mount's bare back and spur it into the air as a single action. He must still make all required proficiency checks.
==Survival==
Every barbarian has basic survival skills in his homeland terrain; the survival proficiency isn't necessary. If a barbarian spends slots to acquire this proficiency, he chooses a terrain type other than his homeland terrain, thus giving him the survival proficiency in two terrains. More slots give survival skills in additional terrains. During character creation the player should justify how the barbarian has these proficiencies.
==Tightrope Walking==
A barbarian with this proficiency has an unusually developed sense of balance. In his homeland, a barbarian might use this skill to negotiate a narrow mountain ledge or scamper across a vine strung between two trees. The same bonuses and penalties apply as described in the Player's Handbook; however, a barbarian rarely uses a balancing rod.
==Tracking==
A barbarian automatically has the tracking proficiency in his homeland terrain (see Chapter 1). If he spends two slots, he acquires the tracking expertise of a ranger of equal level. Generally, his chance of success is halved in urban and man-made terrains.
==Tumbling==
In most cases, a barbarian won't use the tumbling proficiency for entertainment purposes. Instead, he uses it to elude and confuse enemies. He gains the Armor Class improvements, attack roll; bonuses, and damage reductions from falls described in the Player's Handbook.
Category:The Complete Barbarian's Handbook