About Ēoswulf Gērmwynson
[Dice=armor spikes, attack, rage, twf, power attack]1d20+7+2-2-1[/dice]
[Dice=Sling, rage]1d20 +5[/dice]
[Dice=light Crossbow]1d20 +5[/dice]
Space 5 ft.; Reach 5 ft.
Base Atk +3; CMB +7; CMD 20
Skills (25 ranks from 12 barbarian + 8 rogue + 4 human + 1 favored class))
1943 gp total after 4 first chronicle sheets
-710.6gp spent after 3rd chronicle sheet
-110gp 2× (1/2 acid flask, 2/2 holy water, 1/2 alchemist's fire)
+1023gp after 5th and 6th chronicles
+1634gp Sewer Dragons of Absalom
-300gp potion of barkskin
-4000gp +1 enhancement for longsword
-8 Cold weather outfit
+1194gp Sky Key part 1 chronicle sheet
Fast Movement (Ex)
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage Powers (Ex)
Uncanny Dodge (Ex)
Trap Sense (Ex)
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Ēoswulf opens almost every fight by raging (except perhaps against the most puny of foes). He then goes after the largest foe (or largest group of foes), charging if possible. He uses two weapon fighting with his longsword and armor spikes.
He will use his Knockback rage power to move enemies around for tactical advantage, or to prevent them from taking five foot steps to get next to casters.
First Steps, Part 1: In Service To Lore (CORE), 1xp 2pp, 417gp
The Wounded Wisp (CORE), 1xp 2pp, 430gp
The Confirmation (CORE), 1xp 2pp, 430gp
#5-01 Glass River Rescue (CORE), 1xp 1pp, 516gp
#5-04 The Stolen Heir (CORE), 1xp, 2pp, 509gp
#5-21 The Merchant's Wake (CORE), 1xp, 2pp, 514gp
#6-99 True Dragons of Absalom (CORE), 1xp, 2pp, 1634gp
#5-02 The Wardstone Patrol (CORE), 1xp, 2pp, 1280gp
#6-12 Scions of the Sky Key, Part 1: On Sharrowsmith's Trail (CORE), 1xp, 2pp, 1194gp