Alexis Maxwell

Campaign: Asteri Circuit



"The only way left to go is forward."

Name: Alexis Marilyn Maxwell
Gender: Female
Age: 21

Height: 5'7"
Weight: That's not very nice.
Hair color: Dark brown
Eyes: Blue
Occupation: Student

Birthday: November 20


Funds: 27770 P

Weapon Stun Pistol Accepts various darts and bolts as ammunition, and supports attachments. AC 4, 3d10+12+DEX mod damage.
Accessory Silver Maxwell Pendant Of sentimental value; feather-shaped. 20th birthday gift from her older sister.
Knit Scarf Six-Four-Nine name-brand. Gift from Noelle and Amalia. Repaired by Clayton - BEAUTY style, has Item Stylist applied.


2000 EXP to distribute! (No more than X to a single mon.) (3380 EXP to Amelie.)

Species: Blaziken
Level: 40
EXP: 50000 / 52500
Points Spent: 39
Level Reward Points Available: 1/8
Move Slots: 10 (4 + Int)
Loyalty: 2 ( Alright, getting stronger. She's better than any of the other trainers, at least. )

HP: 106 / 106
Phys. Evasion: 2 (3 with Tougher)
Spec. Evasion: 2 (3 with Smarter)
Spd. Evasion: 1 (2 with Quicker)
Phys. Accuracy: 2
Spec. Accuracy: 0

Static Coach Features: More Than Ever applies to one of these.
Combat: Quicker (+5 Speed), Harder (+1d10 melee physical damage), Tougher (+5 Defense), Better (+1d10 ranged special damage), Smarter (+5 Sp. Defense)
Noncombat: Faster (+CHA mod speed), Stronger (+1 Power)

Type: Fire / Fighting
200% Damage: Water, Ground, Psychic, Flying
50% Damage: Fire, Grass, Ice, Steel, Dark
25% Damage: Bug

Gender: Male
Ability: Moxie (Trigger: At-will, whenever the user's move causes a target to faint, the user can raise its Attack one stage.) / Speed Boost (Cast - Hourly: Gain one Speed stage during each of its turns.)
Hold Item: Crimson Band (Whenever the user faints, roll 1d20. On a result of 16-20, the holder is left with 1 HP. Also, If damage from a Move would take the holder’s HP from Max to 0 or less, the holder instead has 1 HP remaining.)
Nature: Poised (neutral)
Weight Class: 4
Capabilities: Overland 12, Surface 1, Jump 7, Power 5, Intelligence 4+2, Firestarter
Base Relation: (Atk > Spd = HP > Sp. Atk = Sp. Def = Def)

Stat Base Added Total Notes
HP Stat 8 14 22
Atk 15 9 24
Def 7 5 12 17 with Tougher.
Sp. Atk 7 0 7
Sp. Def 7 3 10 15 with Smarter.
Spd 8 8 16 21 with Quicker.

Combat Tricks
Step Aside!: Combat Trick
Prerequisites: Level 40
Pokemon Prerequisites: Overland 6 or greater / Sky 7 or greater / or Underwater 6 or greater.*
Trigger: Your Pokemon is targeted by a Move or Trainer Attack.
Effect: Your Pokemon immediately Shifts. If it Shifts away from the targeted area, the Move or Trainer is avoided. If the target is unable to shift out of the way, it takes no damage from the Move or Trainer Attack. Only additional effects with the “Spirit Surge” keyword may activate, should the Accuracy Check permit. Ranged moves that cannot miss cannot be avoided in this way.
Note: Must be in appropriate terrain to use it. A pokemon with underwater 6 or greater could not use it on land unless they also had overland 6 or greater, for example.

Rewards Spent
Spent 1 point to tutor Mirror Move.
Spent 4 points to raise Intelligence by 1. (+1 Intelligence due to INT seal.)
Spent 2 points to teach the Step Aside! combat trick.

Name Type Freq AC Damage Range Special Effect Contest
Lv Scratch Normal At-Will 2 1d12+6 A.png Melee, 1 Target, Pass - Tough - 3d4 - No Effect
Lv Peck Flying At-Will 2 1d12+6 A.png Melee, 1 Target - Cool - 3d4 - No Effect
Lv Ember Fire At-Will 2 1d12+6 S.png Ranged (8), 1 Target Ember Burns the target on 18-20 during Accuracy Check. *Grants: Firestarter Beauty - 3d4 - No Effect
Lv Double Kick Fighting EOT 3 1d10+4 A.png Melee, 1 Target, Scatter Double Kick can hit up to 2 times. If Double Kick misses its first target, you may still use it a second time. Cool - 2d4 - Reliable
Lv Quick Attack Normal At-Will 2 1d12+6 A.png Melee, 1 Target, Interrupt If a foe wants to declare a Move, you may instead use Quick Attack on their turn before they can use their Move. Cool - 2d4 - Quick Set
Lv Blaze Kick Fire Battle 4 3d12+14 A.png Melee, 1 Target, Push Blaze Kick Pushes the target 2-meters. Blaze Kick Burns the target on 19-20 during Accuracy Check. Blaze Kick is a Critical Hit on 16-20 during Accuracy Check. Beauty - 2d4 - Round Starter
Egg Crush Claw Normal EOT 3 3d10+12 A.png Melee, 1 Target, Dash Crush Claw lowers the target’s Defense 1 Combat Stage on 11-20 during Accuracy Check. Cool - 3d4 - No Effect
Egg Reversal Fighting EOT 2 See Effect A.png Melee, 1 Target If the user has more than 70% of its total HP, use 1d10+5 for Damage Dice Roll. If the user has more than 36% of its total HP, use 2d10+10. If the user has more than 21% of its total HP, use 3d10+10. If the user has more than 6% of its total HP, use 4d10+10. If the user has 1-5% of its total HP, use 5d10+20. Cool - 2d4 - Final Appeal
Tutor Mirror Move Flying Center - See Effect N.png Ranged (15), 1 Target Use the Move the target has used on their last turn. You may choose new targets for the Move. Mirror Move cannot miss. Smart - 2d4 - Final Appeal
Dream Sacred Sword Fighting Battle 2 3d12+14 A.png Melee, 1 Target, Pass Sacred Sword’s Accuracy Check may not be modified. Cool - 3d4 - No Effect

Next Move: Blaze Kick (36)

Evolves: Roland is already the BLAZIN' KICKIN' CHICKEN.

Notes: Roland has a fierce competitive spirit to him, and always strives for self-improvement. Though walking such a road involves taking a loss or two, he hates losing, and is often a bad judge of his own ability. However, he's improved quite a bit from his days as a Torchic, and seems to have found both a good reason to fight, and respect for Alexis.

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