Frakk

Description:

== Created Using Wizards of the Coast D&D Character Builder ==
Frakk – Spear, level 6
Half-Orc, Fighter (Slayer)
Wandering Duelist (Wandering Duelist Benefit)
Theme: Iron Wolf Warrior

FINAL ABILITY SCORES
STR 20, CON 10, DEX 18, INT 10, WIS 8, CHA 13

STARTING ABILITY SCORES
STR 17, CON 10, DEX 15, INT 10, WIS 8, CHA 13

AC: 21 Fort: 21 Ref: 18 Will: 15
HP: 55 Surges: 9 Surge Value: 13

TRAINED SKILLS
Athletics +13, Intimidate +14, Streetwise +9

UNTRAINED SKILLS
Acrobatics +7, Arcana +3, Bluff +4, Diplomacy +4, Dungeoneering +2, Endurance +5, Heal +2, History +3, Insight +2, Nature +4, Perception +4, Religion +3, Stealth +7, Thievery +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Iron Wolf Warrior Attack: Iron Wolf Charge
Half-Orc Racial Power: Furious Assault
Multiple Class Attack: Power Strike
Fighter Utility: Berserker’s Charge
Fighter Utility: Battle Wrath
Fighter Utility 2: Glowering Threat
Fighter Utility 2: Who’s Next?
Fighter Attack 3: Rain of Blows

FEATS
Level 1: Two-Handed Weapon Expertise
Level 2: Weapon Proficiency (Gouge)
Level 4: Powerful Charge
Level 6: Martial Cross-Training

ITEMS
Piecemeal Scale Armor +1 x1
Badge of the Berserker +1 x1
Bracers of Mighty Striking (heroic tier) x1
Gauntlets of Blood (heroic tier) x1
Boots of Adept Charging x1
Circlet of Second Chances x1
Distance Longbow +1
Vanguard Gouge +1 x1
Potion of Water Walking x2
Potion of Healing x2
Frozen Whetstone (heroic tier) x3
Whetstone of Venom (heroic tier) x2
Elixir of Defense (level 8) x2
Potion of Cure Light Wounds x1
Adventurer’s Kit
Signal ammunition x5
Delver’s kit
Chalk and slate
Sacks x2
Travel Papers
Everburning Torch
Sunrod x4
Arrows x120
Hempen Rope (100 ft.)
Climber’s Kit
Gambler’s gear
Gray Rain Cloak
Map case
Iron spikes x10
== End ==

Bio:

Character Prep Document

Burly Front-Line fighter. Takes the fight to the enemy.

Identity

Name: Frakk (Fancis Gabriel Coleman)
Title(s):
Race: Half-Orc
Role: Striker
Class: Slayer
Profession: Ex-Mercenary. Private Guard/Problem Solver.

Relativity

Mentor(s): Mr. Charles Hurst
Family Members: Valera Grenmere-Coleman (Deceased), Kriiltor (Father), Regg Coleman (foster parent)
Friends: Mr. Charles Hurst
Enemies: Coleman estate
Love: N/A
Party Tie-in: Was investigating disappearance of Orc & involvement of Colemans with Agera’s bestiary.
Party Conflict: New member.
Religious Affiliation: Devout follower of Kord
Organizational Affiliations: Hurst’s Employ.

Mentality

Motivations: Injustice, Heroics, Action.
Interests:
Dislikes: Prejudice, bigotry.
Prejudices: Humans, nobles in particular.
Point of Pride: Self-reliance, acceptance of all good peoples.
Greatest Fear: Failure.
Moral Limits: Hurt innocent women or children (rape, torture, kill, maim, collateral damage, etc.)
Vice: Easily angered and provoked. Sometimes looks for an excuse to fight even if there isn’t one.

Personality

Habits:
Hobbies: Picked up a lot of gambling tricks as a thug working the street. Secretly indulges in poetry (his mother’s passtime)

History

Known Secret: Half-Orc Bastard of Valera Grenmere-Coleman.
Unknown Secret: Coleman’s allied with Dajani/Agera/Kalarus. Kriiltor’s current activities are unknown. Who is Von Schmitterson?

Backstory:

A Bastard’s Bastard

Vonn Schmitterson was a noble who was known for his ability to consume alcohol, kill orcs, and seduce women. Unfortunately, one night the those abilities got mixed up and the noble sired a Bastard Half-Orc child, Kriiltor. Kriiltor grew up as an outlaw, part of a rebellious orcish clan, and when he came of age he beat all the other orcs in his clan for dominance. Soon, however, that was not enough and Kriiltor set his eyes on the inheritance owed him by Vonn Schmitterson. Kriiltor was not terribly bright through, so the noble’s house he raided and captured was not the one he was “due” and although the militia eventually drove him away, Kriiltor managed to kill Herr Grenmere and kidnap the noble’s daughter, Valera. Valera was promptly rescued and almost immediately wed to her knight-suitor Regg Coleman. The Colemans and Grenmeres said that it was to protect the Grenmere’s estate now that it had no figurehead, but sure enough, nine months later Valera gave birth to a very ugly male child.

The male child grew, and though he was not blessed with good looks, cool temper, or a mind for thinking he was quite beloved of his mother. Her love, however, could not keep his sinful heritage quiet and around his tenth birthday his fangs started growing in. One night, without Valera’s knowledge, Regg stole the child away and gave him to a passing stranger, charging that stranger with the care and upbringing of the child. The stranger, however, did not have the strength nor the patience to raise a child so the stranger dropped the child off at the nearest orphanage. The orphanage, upon discovering the child’s nature, threw him out on the streets by the next morning. Valera searched and mourned for the loss of her child, and on the anniversary of his disappearance, she committed suicide.

And that is how little Francis Gabriel Coleman grew up. Literally overnight the child went from being a brat of a noble to a street urchin fighting for his survival. Fueled by the rage against the injustices of his life and the loss of his mother, he fought for survival violently. He adopted the name Frakk to hide his heritage, and survived the street life of Amstern until he was old enough to join a mercenary company. There, his fighting prowess was bought and sold for whomever paid the highest. But as he continued to grow, he became increasingly haunted by the memory of his mother.

His previous assignment almost cost him his life when the mercenary captain decided that it would be far more profitable to kill Mr. Hurst than protect him. This ignoble deed was the one that pushed Frakk over the edge and he stood over the nobleman’s body and defended him to the last – those he didn’t kill were terrified enough of his rage to flee. Mr. Hurst was quite impressed not only with Frakk’s fighting power but also with the display of a truly noble heart. Mr. Hurst offered Frakk an opportunity to join him on adventure.

It wasn’t the offer that struck Frakk speechless, it was how Mr. Hurst addressed him: “Francis, my boy. You’ve turned out rather well, haven’t you?” The man grinned. “Got a taste for danger and justice, eh? Well, I do believe I’ve got a measure of both with your name on it!”

The Past Month

Frakk had been in Mr. Hurst’s service for a year or two, until he heard that Orcs were once again attacking the Coleman estate. Getting Mr. Hurst’s leave, he travelled to his family’s home. There, he was greeted by the remains of a large battle… one that ended very badly for the Orcs. Intrigued, Frakk offered his services as mercenary to the Coleman estate (he kept his identity a secret) but the estate refused, saying that the Orc Tribe had been dealt with.

Frakk was shocked at this, so he investigated this outrageous claim and surely enough, the Orc Tribe had been completely wiped out by a sizable magic assault… there were some casualties on the attacker’s side, and Frakk gathered they were from some kind of “green wizard” cult… maybe the Jade Tower?

Yet one more thing puzzled Frakk, which was that there seemed to be very few dead orcs at the tribe’s camp. Most appeared to have been captured and hauled off in wagons. He tracked the wagons, but soon lost their trail. Empty-handed, and with more questions than he started, Frakk returned to the Hurst estate, only to find that Mr. Hurst had left yet again on another crazy adventure. Mr. Hurst had left him a note, directing Frakk to meet him at the Lost Unicorn Inn at Fostern.

Smoke and the smell of death fill the air as Frakk approaches Fostern in it’s darkest hour…

Miscellaneous

Possessions: Mr. Hurst has provided Frakk a place to live… so he doesn’t really need much. He sees affluence as a sign of oppression, and tries to live as cheap as possible.

Mechanics

Frakk will charge every turn, as often as he can. Charges are the strongest attacks he makes.

Frakk

The Gate Keepers Maethalion