Dungeons and Dragons 4th Edition Character Record Sheet
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Weapon / Power
Armor is Heavy
Conditional Modifiers, Resistances & Action Points Note
Class / Path / Destiny Features
Surges / Day
Death ST Fail
You strike with awesome power, more concerned with offensive strength than defensive posturing. At-Will Primal, Weapon Standard Action Melee weapon Requirement: You must be wielding a melee weapon in two hands. Target: One creature Attack: Strength vs. AC Hit: 1[W] + 1d8 + Strength modifier damage. Level 11: 1[W] + 2d8 + Strength modifier damage. Level 21: 2[W] + 3d8 + Strength modifier damage. Effect: Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.
You hammer your enemy, knocking it to the ground before you. Encounter Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage, and you knock the target prone.
Your monstrous wrath burns inside you, giving strength to your attack. Encounter Free Action Personal Trigger: You hit an enemy with an attack. Effect: The attack deals 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it is not a weapon attack.
Daily ✦ Primal Minor Action Personal Effect: You gain temporary hit points equal to one-half your level + your Constitution modifier. If you are raging, the number of temporary hit points you gain equals onehalf your level + twice your Constitution modifier.
You gain the swift charge power. In addition, whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equal to your Constitution modifier. The number of temporary hit points equals 5 + your Constitution modifier at 11th level and 10 + your Constitution modifier at 21st level.
Nothing restores your will to fight more than slamming your weapon into a foe. Each crushing swing gives you more will to press on. At-Will Primal, Weapon Standard Action Melee weapon Requirement: You must be wielding a melee weapon in two hands. Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain temporary hit points equal to your Constitution modifier. If you are raging, the number of temporary hit points you gain equals 5 + your Constitution modifier. Level 11: 1[W] + 1d6 + Strength modifier damage. Level 21: 2[W] + 2d6 + Strength modifier damage.
Your rage surges up from the depths of your pain to bring pain to the wounded. Daily Primal, Rage, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage. Miss: Half damage. Effect: You enter the rage of the bloodhunt. Until the rage ends, you gain a bonus to melee damage rolls equal to your Constitution modifier if either you or your target is bloodied
As your foe falls, you rush toward your next victim. Encounter Primal Free Action Personal Trigger: Your attack reduces an enemy to 0 hit points Effect: You charge an enemy.
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Magic Items & Equipment
Daily Item Powers Per Day
Coins and Other Wealth
224 GP 12 SP
Mannerisms and Appearance
Session and Campaign Notes
Companions and Allies
Background & Other Notes
Tovar grew up in the southern part of Talcar. He knew nothing about his parents; his first memory being in an orphanage. Being one of the few non-humans around, he was often picked on. Tovar was never quick witted, so he often relied on his fists to settle arguments. Day by day he grew larger and stronger until others tended to avoid him. Which was fine by him. After leaving the orphanage at the age of 15, he started selling himself out as a guard and then as a mercenary. Tovar refuses to wear any armor that might slow him down or encumber his swordplay. He favors dark colors, and generally has clothing as light weight as the temperatures allow. When he was 17, he witnessed an elven stranger being assaulted by a large group of armed humans. As he tends to, he rushed in without thinking to defend the one against the many. While he was successful, in that the Elf survived, he lost part of his left ear in the struggle. He still hears fine through it, but the sight has been known to send children running. He's lived in Talcar his entire life. He joined the Tower group when he was 19, fitting in quickly, as he's usually quiet, and rarely asks questions.
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008