Artelia Lexecn
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General
- Name: Artelia Lexecn
- Level: 11
- Experience: 26,000/30,000
- Race: Rank-B Combat-class Reyvatiel (Genasi)
- Total XP:
- Class: Maiden of Battle (Warlord, Sub: Fighter)
- Age: 19
- Gender: Female
- Height: 5'4"
- Weight: What, no.
- Alignment: Good, fuck yeah.
- Background: Akanul Region
Description
Artelia is a young Reyvateil with an extremely commanding demeanor despite her stature. A little on the bossy side, Artelia is a little naieve when it comes to certain issues, and generally believes in doing what she feels right. She usually starts her day early in the morning with basic training exercises, wielding a spear that seems entirely too large for her. When she is by herself, Artelia is usually spending her time studying battles or playing strategy-based games.
Artelia herself comes from a place known as Em Pheyna, which is no place that exists on the current world. Despite her age, she had risen to tne rank of Commander and had a small platoon of knights working under her, serving as perimeter guard and keeping towns safe from monsters and bandit groups. As a Reyvateil, this was almost completely unheard of as the role of a Reyvateil in combat is traditionally that of heavy magical support, using their Songs as a means of bombardment or recovery.
Artelia's mecha, the AT02-S "Eolia" is a strange sight to behold. Unlike many conventional units, the Eolia runs off of various strange looking crystals that give off soft resonations and glow softly. The build of the mech itself almost seems as a piece of art, with many soft curves seeming like they are made of ivory rather than the sharp edges of rigid metal. There are also many small holes along the frame that, when air hits them, give off soft notes like that of a myriad of wind instruments being played. In the thick of battle, it almost sounds as if an entire orchestra is dramatically narrating each and every turn. However, due to this strange construction the Eolia is a little on the fragile side and frequently requires maintenance, usually done by Artelia herself.
Ability Scores
| Ability Score | Base | Racial | Level | Demigod | Total | Ability Modifier |
|---|---|---|---|---|---|---|
| Strength | 16 | +2 | +2 | 1 | 21 | +5 |
| Dexterity | 10 | - | - | 1 | 11 | +0 |
| Constitution | 12 | - | - | 1 | 13 | +1 |
| Intelligence | 16 | +2 | +2 | 1 | 21 | +5 |
| Wisdom | 8 | - | - | 1 | 9 | -1 |
| Charisma | 12 | - | - | 1 | 13 | +1 |
Combat
Initiative, Movement, and Senses
- Initiative: +12
- Speed: 6
- Insight, Perception, and Vision: Normal
Hit Points and Healing Surges
- Maximum Hit Points: 73
- Bloodied: 36
- Healing Surges Per Day: 8
- Healing Surge Value: 18
- Save Bonus: +1
Attack and Damage Notes
- Attack Bonus: +16 melee, +13 ranged
- Weapon Damage: 1d10+10 melee, 1d6+6 ranged
- Critical Extra Damage: +3d6
Defenses
| Defense | Base | 1/2 Level | Ability Modifier | Racial | Class | Armor | Shield | Enhancement | Feat | Total |
|---|---|---|---|---|---|---|---|---|---|---|
| Armor Class | 10 | 5 | 5 | - | - | 3 | - | 3 | - | 26 |
| Fortitude | 10 | 5 | 5 | 1 | - | 1 | - | 3 | - | 25 |
| Reflex | 10 | 5 | 5 | - | - | - | - | 3 | - | 23 |
| Will | 10 | 5 | 1 | - | - | - | - | 3 | - | 18 |
Resists:
- Fire, Cold, Electricity 2
Languages and Skills
- Languages Known: Common, Hymmnos
- Scripts Known: Common, Hymmnos
Skills
| Skills | Training | 1/2 Level | Ability Modifier | Racial | Items | Other | Total |
|---|---|---|---|---|---|---|---|
| Acrobatics (Dex) | - | 5 | 0 | - | - | 2 | 7 |
| Arcana (Int) | 5 | 5 | 5 | - | - | - | 15 |
| Athletics (Str) | 5 | 5 | 5 | - | - | - | 15 |
| Bluff (Cha) | - | 5 | 1 | - | - | 2 | 8 |
| Diplomacy (Cha) | 5 | 5 | 1 | - | - | - | 11 |
| Dungeoneering (Wis) | - | 5 | -1 | - | - | 2 | 6 |
| Endurance (Con) | 5 | 5 | 1 | 2 | - | - | 13 |
| Heal (Wis) | - | 5 | -1 | - | - | 2 | 6 |
| History (Int) | - | 5 | 5 | - | - | 2 | 12 |
| Insight (Wis) | - | 5 | -1 | - | - | 2 | 6 |
| Intimidate (Cha) | - | 5 | 1 | - | - | 2 | 8 |
| Nature (Wis) | - | 5 | -1 | 2 | - | 2 | 8 |
| Perception (Wis) | - | 5 | -1 | - | - | 2 | 6 |
| Religion (Int) | - | 5 | 5 | - | - | 2 | 12 |
| Stealth (Dex) | - | 5 | 0 | - | - | 2 | 7 |
| Streetwise (Cha) | 5 | 5 | 1 | - | - | - | 11 |
| Thievery (Dex) | - | 5 | 0 | - | - | 2 | 7 |
Proficiencies and Feats
Armor, Shield, Weapon, and Implement Proficiencies
- Armor: Leather, Hide, Chain
- Shield: Light
- Melee Weapon: Simple, Military, Superior
- Ranged Weapon: Simple
- Implement: N/A
Feats
Heroic:
- Tactical Assault: Ally gains bonus to damage equal to your Int modifier when spending AP.
- Weapon Proficiency [G. Spear]: Proficient with the Greatspear.
- Weapon Focus [Spears]: +2 damage with Spears.
- Improved Initiative: +4 Initiative.
- Jack of all Trades: +2 on all Untrained Skills
Paragon:
- Danger Sense: Roll initiative twice, take the higher roll.
Multiclass:
- Student of the Sword: +1 Fighter Skill, gain Fighter's Mark.
Passive Features
Racial Features:
- Elemental Origin: Your ancestors were native to the Elemental Chaos, so you are considered an elemental creature for the purpose of effects that relate to creature origin.
- Earthsoul: You gain a +1 racial bonus to your Fortitude defense, a +1 racial bonus to saving throws, and the earthshock power.
Class Features:
- Combat Leader: You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.
- Tactical Presence: When an ally you can see spends an action point to make an extra attack, the ally gains a bonus to the attack roll equal to one-half your Intelligence modifier.
Paragon Features:
- Battle Action: When you spend an action point to take an extra action, your allies gain a +1 bonus to attack rolls until the start of your next turn. Your allies need to be able to see and hear you to gain this bonus.
- Cry Havoc: On the first round of combat (or both the first and the surprise round if your allies gain a surprise round), allies who start their turn within 10 squares of you gain a +2 bonus to attack rolls
Powers
Racial Power:
- Bass Tremor (Earthshock)
- [Encounter, Minor, Close Burst 1] Str +2 vs. Fortitude, knocks grounded targets prone. (Area)
Class Features:
- Hymn of Healing (Inspiring Word)
- [Encounter 2, Minor, Close Burst 5] Spend a healing surge and restore +2d6 HP. (Self/Allies)
At-Will:
- Horn Strike (Basic Attack)
- [Standard, Melee] 1[W]+Str Damage. (Single Target)
- Battle Maiden's Orders (Commanding Strike)
- [Standard, Melee] Order ally to attack with +5 to damage. (Single Target)
- Edging Game (Viper's Strike)
- [Standard, Melee] 1[W]+Str Damage, shifting provokes opportunity attacks until player's next turn. (Single Target)
Encounter Attacks:
- Guiding Strike (Warlord's Favor)
- [Standard, Melee] 2[W]+Str, +6 power bonus to attacks to one ally for the turn. (Range 5)
- Shifting Rhythm (Steel Monsoon)
- [Standard, Melee] 2[W]+Str, five allies within range can shift one square. (Area 5)
- Sudden Note (Suprise Attack)
- [Standard, Melee] 1[W]+Str, ally within range makes a basic attack with combat advantage and +5 attack as a free action. (Range 5)
- Fortissimo Strike (Force Retreat)
- [Standard, Melee] 1[W] damage, push the target 5 squares.
- Str. vs Fortitude, 2d6+Str damage, push all enemies adjacent to the primary target and within melee reach 1 square.
- [Standard, Melee] 1[W] damage, push the target 5 squares.
- Provocative Song (Fighter's Mark)
- [Free, Self] +1 attack bonus, target is marked on hit or miss. Marked creatures take -2 to attack when not targeting Artelia.
Daily Attacks:
- Hymn of Battle (Lead the Attack)
- [Standard, Melee] 3[W]+Str, all allies in range get +6 power bonus to attack, +1 on miss. (Area 5)
- Stopping Beat (Villain's Nightmare)
- [Standard, Melee] 3[W]+Str, can cancel target's walk/run when adjacent for the duration of the encounter.
- Bass Amplifier (Knock Them Down)
- [Standard, Melee] 3[W]+Str, target knocked prone. All allies in range can move 3 squares and make a basic attack that deals no damage but prones target on hit. Half damage and prone on miss. (Range 10)
Encounter Utilities:
- Unabridged Path (Knight's Move)
- [Move, Range 10] Target takes a move action as a free action.
Daily Utilities:
- Hymn of Recovery (Stand Tough)
- [Minor, Close Burst 5] All allies in range restore 11 HP.
- Hymn of Restoration (Devensive Rally)
- [Minor, Close Burst 5] All allies in range can spend a healing surge, make a saving throw against a single effect, and gain +2 to defenses until the end of my next turn.
Items
Equipment
| Item Slot | Item | Item Level | Abilities | Cost |
|---|---|---|---|---|
| Armor | Guaridan of Elemia (+3 Veteran's Earthhide) | Level 12 | (AP) +1 Atk/Def 1 Turn, (AP) Regain Daily | Free! |
| Main Hand | Eolia's Horn (Inescapable Greatspear +3) | Level 12 | +1 Attack for each miss, fades on hit. | Free! |
| Off-Hand | Hymnshot (+2 Javelin) | Level 6 | -- | -- |
| Arms | Fate of One (Couters of second chances) | Level 5 | [Daily] Reroll melee attack | 1000gp |
| Feet | Inertial Booster (Boots of Eagerness) | Level 9 | [Enc] Take an additional Move action. | -- |
| Hands | Green Magic Processor (Hedge Wizard's Gloves) | Level 4 | [At Will] Mage Hand, Presdigitation | 840gp |
| Head | Grathnode Crystal [Kinda Fast] (Helm of Battle) | Level 9 | +1 Init, Burst 5 | Free! |
| Neck | Probability Mantle (Amulet of Resolution +3) | Level 12 | [Daily] Reroll Saving Throw | 13,000gp |
| Ring 1 | -- | -- | -- | -- |
| Ring 2 | -- | -- | -- | -- |
| Waist Slot | Force Shield (Shielding Girdle) | Level 10 | [Daily] Add +4 to AC when hit. Lasts until end of next turn. | -- |
| Other | Grathnode Crystal [Kinda Resistant] (Background) | Level 1 | Resist Fire, Cold, Electricity 2 | Free! |
Wondrous Items, Consumables, Adventuring Gear, and Loose Change
Mechanical Items
- Tow Line (Chain, presumably more than 10')
- Improved Fire Shot x7 (Lv. 11 Alchemist's Fire)
- Attack +14 vs. Reflex, 3d6 Fire Damage, Half on Miss, Burst 1 Range 10
Personal Items
- Adventurer's Kit (20 days food)
- Flashlight (Everburning Torch)
- Improved Fire Shot x7 (Lv. 11 Alchemist's Fire)
- Attack +14 vs. Reflex, 3d6 Fire Damage, Half on Miss, Burst 1 Range 10
- 0gp


