Sixx Character in Verum | World Anvil

Sixx

Sixx

Mental characteristics

Gender Identity

Male

Sexuality

Straight

Education

Self-Taught

Accomplishments & Achievements

"Undefeated" in Duels

Failures & Embarrassments

Has lost to Adhuil in a duel everytime so far

Personality Characteristics

Motivation

To leave his mark as one of the strongest swordsmen! Maybe creating a swords style of his own. Also desires to see the Badlands returned to the Paradise he once heard that it was.

Likes & Dislikes

Likes the Sea, Wilderness and the Thrill of Battle
Dislikes Extreme Heat or Extreme Cold

Virtues & Personality perks

Quick-Witted, Confident, Joker, but Extremely serious when it comes to work

Vices & Personality flaws

Confident to a Fault. Believes He cant fail and if there is something he is unable to do it's only for the moment. Surely with another try he will will succeed!(?) Competitive.

Hygiene

Clean
Alignment
Neutral
Age
26
Date of Birth
6th of June equivalent
Children
Gender
Male
Eyes
Brown
Hair
Long, Brow, Braided
Height
6'4"
Weight
165 lbs
Quotes & Catchphrases
"Lets Dance!"
Known Languages
Sea Common Nomad/Imperial Elven Orcish Abyssal

Sixx (Jayden Strife)

Human (V) (25 y/o) Race
Bloodwave Bay/ Brutal Coast Origin
Hunter's Conclave Ranger 9/ Rogue 3 Scout 12 Class & Level
Neutral Alignment
The Seven Deity
Iiatanus Imperium Faction
Quartermaster Rank/Position
30 (+5HP; 325gp per Dayjob total) Loyalty
Company

Strength 11
+0
Dexterity 18
+4
constitution 16
+3
intelligence 15
+2
wisdom 14
+2
charisma 10
+0
Total Hit Dice 9,1
Hit Die
1d 10,8+3
+4 proficiency bonus
+4 Strength
+8 Dexterity
+5 Constitution
+2 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+12 Acrobatics
+6 Animal Handling
+2 Arcana
+4 Athletics
+0 Deception
+2 History
+2 Insight
+4 Intimidation
+2 Investigation
+6 Martial
+2 Medicine
+10 Nature
+10 Perception
+0 Performance
+0 Persuasion
+2 Religion
+4 Sleight of Hands
+8 Stealth
+10 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
17
Armor Class
146
Hit Points
+4
Initiative
40
Speed
Attack NameAttackDamageTypeRangeSpecial Qualities
S.Sword d20+8 d6+4 PierMelee, 5ftFinesse, Light
Tovar +2 d20+10 d8+6 PierRanged, 150-600ftTH, Ammunition, Heavy
Chilling Dawn: Azure (Attuned) d20+9 d8+d4+5 Slash/RadiMelee, 5ft(40ft special attack)Finesse, Light (+1 Shortsword), Ice, Radiant
Hungering Blade d20+8 d6+4 PierMelee, 5ftFinesse, Light, Silvered. +1 to damage When attacking a creature marked by your hunter's mark using it's unique method(Shortsword)
Dagger (Silvered) d20+8 d4+4 PierMelee, 5ft, , Thrown (range 20/60)Finesse, light, Silvered
Unarmed Strikes d20+4 d1 BludgMelee, 5ftHand to Hand Combat
Tovar d20+9 d8+5 PiercRanged, 150-600ftFinesse, Swordbow
Spellbreaker: Raikiri d20+9 2d6+5 Pierce/SlashMelee, 5ftFinesse, Light (+1 Shortsword)
Attacks
All Proficiencies

  • Brutal Coast: Athletics, Intimidation
  • Racial: Martial
  • Lip Service: Acrobatics
  • Ranger: Animal H, Nature, Stealth
  • Rogue:Perception, Survival (Scout)
  • Expertise: Acrobatics, Perception, Survival (Scout), Nature (Scout)
  • Tool Proficiencies: Painter's Supplies, Alchemist Supplies (Faction), Thieves' Tools
  • Weapon and Armour Proficiencies: Light, Medium Armour, Shields, Martial and Simple Weapons (Ranger), Katanas (Exotic), Bladed Longbow (Exotic), Twinblade (Exotic)
  • Instrument Proficiencies: None
  • Languages: Common (Sea), Elvish (Imperial/Nomad), Abyssal, Orcish, Thieves' Cant

     

  • Proficiences
    Spell DC: 13 | Spell Attack Mod: +5

    LevelPer Day
    1st
    4
    2nd
    3
    3rd
    2


    Spells

    Cantrips



    Known Spells



    First Level



  • Hunter's Mark

  • Cure Wounds

    Second Level



  • Healing Spirit

  • Darkvision

  • Pass Without A Trace

    Third Level



  • Conjure Animals


     

  • Spellcasting
    Currencies

    Currencies:

    PP:0

    GP:12,980

    SP:2

    CP:4

    Crafting Tokens:190

     


    Weapons

    Weapons:
    Key: = carried
    ()= stowed
    ~=Magical
    Chilling Dawn: Azure ~

    Spellbreaker: Raikiri ~

    Silvered Daggers x2

    Daggers x3

    masterwork dagger x1

    Hungering Blade ~ {silvered}

    Longbow ()

    Masterwork Longbow

    Quiver (16 arrows)

    Quiver (20 arrows)

    Shortsword ()

    Tovar, Bringer of the Grim Night ~

     


    Armor

    Armor:

    Imperial Robes

    masterwork studded leather x1 ()

    Robes of the Imperialist()

    Shadows of Time

    Fadesteel Ring (Elven): This ring provides a +3 to maximum hit points. If you are a full elf, it provides +5 instead.

     


    consumables

    Magical items:

    300gp diamond dust

    Potion of Climb x4

    Potion of Greater Healing x3

    Potion of Supreme Healing x3 [Bandolier]

    Potion of Superior Healing x2 [Bandolier 2]

    Potions of Invulnerability x0 [Bandolier 2]

    Potion of Superior Healing x3/3

    Scrolls

    Scroll of Bless x8

    Scroll of Cure Wounds x12 [Engraved Case]

    Scroll of Hunter's mark x6 [Engraved Case]

    Scroll of Lesser Restoration x7



     


    Misc

    Misc:

    Rations (1day) [stowed] x9

    50 feet of Hempen rope [strapped to backpack]

    Alchemist Supplies [Stowed]

    Antitoxin

    Backpack[equipped]

    Bandolier 2 [equipped]

    Calligrapher's supplies

    Citizen Badge [carried]

    climber's kit [stowed]

    Component pouch[equiped]

    Crowbar[strapped to backpack]

    Dsangir Scale

    Engraved(Vines) Wooden Map/Scroll Case[carried](Signed by Muse in blood)

    Flute[sack]

    Grappling Hook [attached to 50ft..]

    Hammer[backpack]

    Healer's Kit (9/10) [backpack]

    Herbalism kit [stowed]

    Painter's Supplies[backpack]

    Pitons x10[stowed]

    Potion Bandolier [equipped]

    Sack [equipped]

    Thieves Tools [Sack]

    Tinderbox [backpack]

    Tome of Clear Thoughts (lesser) [stowed]

    Torches x8 [stowed]

    Waterskin(full) [carried]



     


    crafting

    Crafting:

    --------------------------
    Molvaya Khalazza (Crafter)

    Flawless Weapons Wondrous Shields Intelligence Wisdom Charisma
    Joy, Mind, Perception, Comets, Astral, Reflex, Speed
    -------------------------
    -------------------------
    Yuri the Yellow (OoTrillionO) [Crafter]

    Half-Elf / Champion Fighter / Male - LN
    Flawless
    Weapons, Armor (Light Armor only), Shields
    Intelligence, Charisma
    Cold, Concentration, Law, Salt, Blindness
    Worship: Babylon
    Faction Forge: No / Special Attunement: Yes / +Bonus: Yes / Masterwork: Yes
    --------------------------
    Gagarin the Gray (OoTrillionO) Crafter

    Half-Elf / Eldritch Knight / Male - CN
    Flawless
    Wondrous, Armor (Medium Armor only), Shields
    Strength, Constitution
    Conjuration, Arcane, Smoke, Expertise, Identity
    Worship: Lorita
    Faction Forge: Yes / Special Attunement: Yes / +Bonus: No / Masterwork: Yes
    ---------------------------------

     

    Equipment
    Iiatanus Imperium
    Faction
    Madman: 11-15-15-11-14-10
    +1 Dex Bloodwave Bay
    +1 Dex/Con Human
    +1 Dex, Athlete
    Stat Array
    Origin

    Bloodwave Brutal Coast
    You have also been shaped by the Brutal Coast. Becoming a bit more savage than one might expect of a normal Baymen, you have been shaped by those you steal from.

    You are relentless and savage. Once per round when you hit a creature with a weapon attack, the creature takes an extra 2 damage if it's below its hit point maximum.

    Racials

    Human


    Skilled
    You gain proficiency in one skill of your choice.

    Variant
    You gain one feat of your choice.(Athlete)-You have undergone extensive physical training to gain the following benefits:
    Increase your Strength or Dexterity by 1, to a maximum of 20.
    When you are prone, standing up uses only 5 feet of your movement.
    Climbing doesn't cost you extra movement.
    You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.



     


    Faction

    Iitanas Imperium

    Iitanas Imperium
    Citizen's Badge, Attribute Cap increase (+2Dex/Int), Painters Supplies, +1 Tool of your choice

    Imperial Dance: +1AC/Dmg for each additional enemy above 1 in melee, up to +3/+3 for 4 enemies and above. Requires at least 1 one-handed melee weapon in one hand without a shield.

    Aladine’s Glory – Users of this fighting style deal +1 additional damage with melee weapons, for each creature that has been killed this combat. This must be a legitimate enemy, that is threatening to the character.
    Until otherwise clarified this buff acts just like Imperial Dance; it's a fighting style every citizen gets.



    Edict of Xian Tor

    At the beginning of a combat encounter, a member of the Iitanas Imperium gains 10 temporary hit points as abjuring energies cover them in an armoring sphere.



     


    Classes, abilities

    Classes, Abilities

  • Favored Enemy(Humanoid)
    Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

    Choose a type of favored enemy: You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. In addition to its normal effects, Favored Enemy gives advantage on Wisdom (Martial) checks against your chosen favored enemy.

    When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.(Abyssal


  • Natural Explorer
    You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

    You ignore difficult terrain.
    You have advantage on initiative rolls.

    On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
    In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

    Difficult terrain doesn't slow your group's travel.
    Your group can't become lost except by magical means.
    Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    If you are traveling alone, you can move stealthily at a normal pace.
    When you forage, you find twice as much food as you normally would.
    While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


  • Fighting Style(Two-Weapon Fighting)
    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.

  • Primeval Awareness
    Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

    You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

    You cannot use this ability against a creature that you have attacked within the past 10 minutes.

    Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.

    If there are multiple groups of your favored enemies within range, you learn this information for each group.


  • Colossus Slayer
    Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

  • Lv4 ASI
    Tough-Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

  • Greater Favored Enemy(Elementals)
    At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language(Orcish). Your bonus to damage rolls against all your favored enemies increases to +4.

    Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.


  • Defensive Tactics(Multiattack Defense)
    When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

  • Lv8 ASI
    Mobile-Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

  • Fleet of Foot
    Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

  • Cunning Action

  • Sneak Attack
    Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

    You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.


  • Skirmisher
    Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.


     


  • Magical Items' Effects


    Raikiri


    Raikiri Special Effects



    Unsatisfied with mere martial prowess, a blacksmith once set about to create a blade that could cut lightning itself, drawing strength from its power. A lifetime later, the same blade is born anew within the magics of Xian’Tor. Now, this sword can cut magic itself from the air, silencing foul sorcery and pursuing its prey with the power it once cut.

  • This sword deals an extra 1d6 Lightning damage on hit.

  • You gain resistance to lightning damage.

    The use of the Remnants of the Barrier Magicks has bestowed the following effects upon the shortsword:

    Arcane Naiveté It’s foolish to believe lesser minds can handle the potent magic of ancient elves. You gain vulnerability to psychic damage.

    Magick Bulwark -Siphoning power from the Barrier Magick, this sword teaches one in how to fortify against attacks. You can cast the shield spell at its lowest level three times, and you regained all expended casts at dawn.

    You also gain access to the following abilities:

    Arcane Comet -As an action you can wreath your feet in magical fiery lightning and gain a fly speed of 20 feet for one minute. You can use this ability twice and it refreshes upon finishing a long rest.

    Ride the Lightning -As a bonus action, you can surge forward as a single, focused bolt of lightning, teleporting to a space that you can see within 20 feet that is within 5 feet of a hostile creature. Upon arrival, every creature within 5 feet other than yourself must succeed a DC 16 Dexterity saving throw or take 1d6 lightning damage. You can use this ability twice, and you regain all expended uses of it when you finish a short or long rest.

    Spell Slash -As a reaction, when a creature within range of this weapon casts a spell, you can attempt to interrupt them. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your wisdom modifier. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. You can use this ability three times, and you regain all expended uses of it when you finish a long rest.

    [Base Material, Adornment, Enhancement, Enchantment, Spell invocationx2, Special Crafter, Special Method]


     


  • Tovar, Bringer of the Grim Night


    Tovar, Bringer of the Grim Night
    +1 Swordbow – ? (?gp) – Attunement

    Covenant (After reaching lv12 this happened) -Tovar gains the following from you attuning to it:
    +1 -> +2
    Gains the following ability: Night Jaunt - You can teleport to the place you fire your arrow once per round. It must be in an available space (No flying through the air)

    This weapon is treated as both a longsword and a longbow, and requires proficiency in both weapons to be considered proficient with this weapon. Additionally, benefits that apply to one weapon only apply when using the weapon in that way. For example, the shackled legion Murder bonus for longswords would only apply when making a melee attack with it.

  • This weapon has the finesse property.

    Additionally, it conjures arrows of shadow when used as a longbow, and thus does not require ammunition, though special ammunition can still be used by the wielder if they choose to.

    Shadowstep - When you score a critical hit using this weapon as a longbow, you can use a bonus action to teleport into an unoccupied square adjacent to the target and attack them using the weapon as a longsword. This ability cannot be used while using any other abilities of Tovar, Bringer of the Grim Night.

    The wielder of Tovar, Bringer of the Grim Night can use the following ability/ies as an action once every 24 hours.

    Night Fall - You can fire a shot into the air at a point you can see within 100 feet of you which rains down shadowy arrows down upon all enemies within a 30-foot radius of that point. You can teleport adjacent to each hostile creature and make a melee attack with this weapon as a longsword, or make a ranged attack with this weapon as a longbow, switching between them as you wish (though only one attack can be made per enemy).


     


  • Chilling Dawn: Azure


    Azure's Flavor and Effects



    This curved blade glistens with frost and its edge seems to glow unseen power. With its hilt holding a blue gem as its centerpiece, elemental essence swirling within. Unfortunately, the blade seems to have a wicked taste for misfortune.

  • This weapon has three charges which recharge after a long rest.

    Attack rolls with this weapon miss on a roll of 1 or 20, but when doing so a charge is restored. This weapon deals no additional damage on a critical hit.

  • This weapon deals an additional 1d6 radiant damage on a hit.

    Additionally, you gain access to the following abilities:

    Cold Bite -When you hit a creature with a melee weapon attack with this weapon you can expend one charge to deal an additional 2d4 cold damage to the target.

    Dragon's Dance -As an action you can spend up to three charges creating a translucent slender dragon of ice and send it to attack. Make a melee weapon attack against a target you can see within 40 feet of you. On a hit, the target suffers the normal effects of the attack. Whether you hit or miss, the dragon bursts into razor sharp shards of ice. The target and each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw, taking 1d6 cold damage per charge spent on a failure, or half as much on a success.

    Dragon's Essence -As an action, you can spend three charges to summon an elemental ice dragon in an unoccupied space within 5 feet of you. This elemental disappears after 1 minute, or when it is reduced to 0 hit points. This elemental uses the White Dragon Wyrmling stat block from the Monster Manual except it is an elemental instead of a dragon. It obeys any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

    (Base Material, Enhancement, Enchantment, Adornment, Special Crafter)


     


  • Robes of the Imperialist


    Robes of the Imperialist
    Wondrous (Robes) - Rare (1750gp) - Attunement
    These Robes are made of fine Iitanan silk, protected within the vault of Xian Tor and forgotten by their previous  

    While wearing these robes, your AC becomes 12 + your Dexterity modifier.

    Superior Intellect: Using these robes you can cast the Enhance Ability spell, but only for the Fox's Cunning effect. You can do so twice, regaining spent uses on completing a long rest.
    [Base Material, Enchantment]


     


    Comet's Trail


    Comet's Trail
    +1 Bladed Longbow - Very Rare (4700gp) - Attunement
    This was the final item crafted by an Elven smith that served as the blacksmith and quartermaster of the living forces of Xian Tor's security and guard. Though her name has been lost to time, the care and effort that she has put into this weapon is a sight to behold, and the blade gleams silver leaving a trail behind it and all ammunition fired from it as they fly through the air. The ancient elven words carved into the grip translate to Elven, and then to Common, as "Through the night's sky a comet flies, and those that watch it do so in awe, unaware that it shall land, and bring death and destruction in the wake of its beauty".

    This weapon deals an additional 1d6 psychic damage on a hit.

    Beauty in Death: When you kill a hostile creature with this weapon you can use your reaction to cause them to bloom. Each creature within 15 feet of the slain creature must succeed on a DC 16 Dexterity saving throw or take 4d6 cold damage and have disadvantage ok their next attack roll. On a success, a creature takes half as much damage and doesn't have disadvantage. You can do this three times, regaining spent uses after completing a long rest.

    A Sight Beheld: If you reduce a hostile creature to 0 hit points with a melee weapon attack using this weapon, as a reaction you can move up to half your movement speed and make a ranged weapon attack with this weapon. You can do so three times, regaining spent uses after completing a long rest.
    [Base Material, Adornment, Special Crafter]


     


    Shadows of Time


    Shadows of Time

    +2 Studded Leather Armor - Legendary - (12,300GP, 123 Days) - Attunement

    A set of black studded leather armor with glass studs that radiate and shimmer with chaotic magics of time. Each filled with a white sand that creates a stark contrast to the deep shadow like blackness of the hardened leather beneath, the flared mixture of elven and assassin style mixed in honor to Raquel who's holy symbol of the shatter clock is emblazoned on the front and back.

    Your Intelligence score increases by +4 up to your score cap. Additionally, you gain the following benefits:

    You gain a +2 bonus to Constitution saving throws.

    Living on Borrowed Time. The first time you would be reduced to 0 hit points as a result of taking damage, you are instead reduced to 1 hit point and you can choose to spend any number of your remaining hit dice to regain hit points equal to the total rolled as part of this ability’s activation. If you would be subject to an effect that would kill you instantaneously without dealing damage, that effect is instead negated against you. Once this ability has activated, it cannot activate again until you finish a long rest.
    .

    Splintered Duel. As an action, you can force a number of hostile creatures equal to your proficiency bonus that you can see within 30 feet into a compelled duel. For 1 minute, each target must a make a DC 17 Wisdom saving throw against each effect at the start of each of their turns:

  • The target has disadvantage on attack rolls against creatures other than you.
  • The target must move toward you by the shortest and most direct route.

  • In addition, hostile creatures targeted by this ability automatically fail these two saving throws on the first turn they are forced to make them.

    The ability ends if you attack any other creature not compelled by this ability, if you cast a spell that targets a hostile creature other than a compelled target, if a creature friendly to you damages a compelled target or casts a harmful spell on it, or if you end your turn more than 30 feet away from all compelled targets.
    This ability has one use that refreshes on a short or long rest.

    Base Material, Adornment, Enhancement, Enchantment, Special Crafter


     

    Class/Racial Features & Traits

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