They also had to move the magic items and such to the player's handbook, which may be part of the reason they had to move stuff over to a second PHB. Anyway, primal powers make sense. Magic is generally something unnatural, involving alternate planes and screwing with fundamental laws. Psionics comes from force of will. Primal comes from life/nature.
My character's done, tell me if I missed something.
Ulfric
Human Barbarian
Unaligned
Worships Blood/Thunder/Victory at Sea
Level 1
XP: 0/1000
STR 18 +4
CON 13 +1
DEX 12 +1
INT 11 +0
WIS 10 +0
CHA 14 +2
HP: 16/16
Healing Surges: 9/9
INIT +1
AC 14
Fort 17
Ref 13
Will 13
Speed: 6 squares
Basic Melee Attack: +7
Basic Melee Damage: 1d10+4
Skills:
Intimidate +7
Athletics +9
Endurance +6
Perception +5
Feats:
Rising Fury: +2 to damage until end of next turn upon killing enemy
Power Attack: +2 damage for -2 attack
Thaneborn Triumph:
-Gain Roar of Triumph power.
-When enemy is bloodied, next attack by you or ally adjacent to enemy gains +2 bonus to attack roll
Rampage:
-Once per round upon scoring a critical hit with bbn attack power, make basic melee attack as free action
Devastating Strike
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 two-handed weapon.
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.
Pressing Strike Barbarian Attack 1
You push lesser foes from your path, moving through the lines of
battle at will.
At-Will ✦ Primal, Weapon
Standard Action Melee weapon
Effect: Before the attack, you shift 2 squares. You can move
through an enemy’s space during the shift, but you can’t
end there.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you push the
target 1 square. If you are raging, the attack deals 1d6
extra damage.
Level 21: 2[W] + Strength modifier damage.
Howling Strike Barbarian Attack 1
With a blood-freezing scream, you throw yourself into the fray.
At-Will ✦ Primal, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a two-handed weapon.
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d6 + Strength modifier damage.
Level 11: 1[W] + 2d6 + Strength modifier damage.
Level 21: 2[W] + 3d6 + Strength modifier damage.
Special: When charging, you can use this power in place
of a melee basic attack. If you are raging, you can move 2
extra squares as part of the charge.
Vault the Fallen Barbarian Attack 1
You leap from one foe to the next, leaving blood in your wake.
Encounter ✦ Primal, Weapon
Standard Action Melee weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 1[W] + 1d6 + Strength modifier damage.
Effect: If you target two creatures, you can shift 1 square
after the first attack.
Thaneborn Triumph: The number of squares you can
shift equals your Charisma modifier.
Roar of Triumph Barbarian Feature
Your howl of victory shakes your enemies to the core, as they
know your blood thirst is not yet quenched.
Encounter ✦ Fear, Primal
Free Action Close burst 5
Trigger: Your attack reduces an enemy to 0 hit points
Target: Each enemy in burst
Effect: Each target takes a –2 penalty to all defenses until
the end of your next turn.
Macetail’s Rage Barbarian Attack 1
You knock your enemy to the ground with a slam like the
behemoth’s heavy tail, and the rage of the macetail fills you,
refreshing you with every blow of your weapon.
Daily ✦ Primal, Rage, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage, and you knock the
target prone.
Miss: Half damage.
Effect: You enter the rage of the macetail behemoth. Until
the rage ends, whenever you hit, you gain temporary hit
points equal to your Strength modifier.
Hide Armor: +2 AC, -1 Check, Cost 30gp, 25lb
Greatsword: +3 Proficiency Bonus, 1d10 damage, 30gp,
Basic Adventurer's Kit - 15 Gold, 33lb
-Backpack
-Bedroll
-Flint and Steel
-Belt Pouch
-Rations, 10 days
-50 foot rope
-2 sunrods
-waterskin
Background will come tomorrow, I'm sleepy.