Frac

**Frac Tal** is a player character in Pubcrawl and *A Battle of Birds*, and is played by Theworstevar.

## Stats

Level 9
89
 **STR**
11
 **CON**
15
 **WIS**
10
10

## Personality

Frac is a young, impressionable kobold who is ready to put himself in danger to protect others. He is slightly too trusting for his own good.

## History

### Background

Formerly a street urchin of Pied d'Or, Frac was known for being slightly cowardly and wary of the dangers his fellow orphans would get into. He would still help his more mischievous friends get out of scraps time and time again, leaving him tougher as a result. As kobolds reach maturity quickly, he soon wanted to escape the slums, and accepted coin in return for being experimented on by Paranto Pontapar, the Archmage of Pied d'Or. This experimentation was deemed a failure, and he was given his payment and promptly booted out of the lab. With this money, he bought himself the required items to become and adventurer. He found his way to a nearby pub and picked up a task with a group of travelers seeking fortune in a nearby dungeon. This journey ended poorly, as all but Frac were brutally slaughtered by the dungeons traps and monsters. Barely escaping, Frac makes his way out and stumbles into a tavern in Bordelac, where Pubcrawl begins.

## Abilities

### Kobold Traits

* **Darkvision**
	+ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Grovel, Cower, and Beg**
	+ As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest.
* **Pack Tactics**
	+ You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

### Fighter Abilities

* **Fighting Style**
	+ Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
* **Second Wind**
	+ You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
* **Action Surge**
	+ Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
* **Martial Archetype**
	+ Echo Knight
		- Manifest Echo You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways:
			* As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
			* When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
			* When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
		- Unleash Incarnation You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
* **Feat**
	+ Sentinel - You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
		- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
		- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
		- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
* **Extra attack**

* **Ability score improvement -** +2 Dex

* **Echo Avatar -** You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

* **Feat**
	+ Lucky - You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
* **Indomitable**
	+ Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

**Current Items**

* **Dragon Rapier**
	+ +1 magic rapier with the ability to produce a line of flame that requires the creatures hit to pass a DC 15 dexterity saving throw. Does 3D8 fire damage on a failed save and half on a successful one. This can be used up to 3 times a day based off of charges and regenerates 1d3 charges at dawn.
	+ The rapier hilt gem glows in the presence of dragons.
* **Chalikar**
	+ +1 magic 2 handed weapon, deals 1d10 damage
	+ Finesse
	+ ranged 20/60
	+ If a ranged attack successfully hits an enemy, the user can decide to either have the weapon return, or a second attack may be made against another enemy in range. If that attack is also successful, the weapon returns to the user.
* **Lightning gem**
	+ Requires attunement
	+ If the user attuned to this magical item goes below half health, for the next minute their weapon attacks deal an additional 1d6 lightning damage.
* **Modified boots of false tracks**
	+ Makes the user's tracks into that of a Dragonborn's

## Trivia

* Frac is no longer allowed to handle his own money, that responsibility is now Maze's
* Currently in a party with Maze, Ryu Ketsu, and Oz Gale.
* Used to believe he was a dragon due to the rapier in his possession constantly glowing. This was in fact not due to him, but due to Lucy, Maze's pet mushroom dragon, but they did not have the heart to tell Frac.

page format created by Technicmau48, edited by Theworstevar