Kit Subsections
All character kits described in this chapter consist of the following elements:
Description: This section describes the features that distinguish a character associated with this kit, including his cultural background, duties, manner, and appearance.
Requirements: Any special racial, ability score, or alignment requirements are listed here. Characters can't take the kit if they don't meet the listed qualifications. "Standard" means that no special racial or ability requirements apply to this kit. A good alignment is assumed.
Primary Terrain: Certain kits tend to be associated with specific environments. Required indicates that a character taking the kit must take the indicated primary terrain; if more than one type is listed, the player may choose whichever type he prefers. Recommended means that a character taking this kit is advised to use one of the listed primary terrain types, but isn't required to do so. Any means that there are no required or recommended types for this kit; the player may use any primary terrain he likes.
Role: The character's role in society and in a campaign is detailed here. Typical motivations, personality, and beliefs are examined, along with common relationships with other people, reasons for joining an adventuring party, and usual function within a party. Note that these traits don't necessarily apply to each and every character associated with this kit; players may shape the personalities of their characters based on these suggestions, or they may disregard them entirely and create personalities of their own design.
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 choice of skills listed in this section, or "no skill."
Weapon Proficiencies: If you're using the weapon proficiency rules, a kit may require the character to take specific weapon proficiencies or choose from a restricted list. Alternately, the character may have the option of choosing from a list of recommended weapons.
Nonweapon Proficiencies: Although nonweapon proficiency rules are technically optional, they're strongly recommended when using ranger kits. However, if you're using secondary skills, you shouldn't use nonweapon proficiencies.
Bonus proficiencies are received free of charge; they cost no proficiency slots. A required proficiency must be taken and does cost slots. Recommended proficiencies are skills typical for the kit. They cost the normal number of proficiency slots. It's a good idea for a beginning player to spend all or most of the ranger's initial slots on recommended proficiencies. Barred proficiencies cannot be taken initially, though they can be taken during play.
An asterisk (*) indicates a new proficiency described in Chapter 5.
Armor/Equipment: Some character types tend to use specific equipment, while others have limitations on the items available to them. Requirements and recommendations are given here, along with any style preferences associated with the kit. Unless indicated otherwise, a character must buy the required equipment, including weapons, from his initial funds. Like all members of the warrior group, a ranger begins with 50-200 (5d4 * 10) gp. If he lacks the funds to buy all of his required equipment, he should buy as much as he can, then pick up the rest as soon as he gets the money.
Species Enemy: A particular species enemy may be required or recommended. If the enemy is required, the character has no choice; he must take the indicated creature as a species enemy. If more than one creature is listed as a required enemy, the character can pick the one he prefers. Recommended enemies are only suggestions; the character may choose one if he likes, or ignore the recommendation. Any means that a ranger should choose his species enemy normally, as described in Chapter 2.
Followers: As with the species enemy entry, this section may include either required or recommended followers. The DM should make sure that at least one of each required type shows up as a follower some time in the ranger's career (depending on there being enough slots available). Recommended followers show up at the DM's option. Any means that the character has no special follower restrictions or recommendations.
Special Benefits: All kits give special benefits that aren't normally available to other characters. Typical benefits include improved abilities, special relationships with followers, and reaction bonuses. All benefits are received free of charge, and don't count against the normal limitations of the ranger class.
Special Hindrances: To balance their special benefits, kits also carry special hindrances. Hindrances may include reaction penalties, cultural restrictions, or ability limitations. All special hindrances are in addition to any disadvantages normally associated with the ranger class.