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Ayla Varkas

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"Change. Life is like the seasons, in constant change, and we must change with it...."

 

Stat Sheet

 

◖CREATION◗

NAME • Ayla Varkas

RACE • Eladrin Elf

COURT • Unseelie

GENDER • Female

AGE • Appears in her 20s

HOME • Kingdom of Eladrin

OCCUPATION • Outlandder/Ranger Archetype

SEXUALITY • Bisexual

 

 

◖DISSECTION◗

HAIR • Snow

EYES • White/Silver

HEIGHT • Five foot seven inches

WEIGHT • One hundred and sixteen pounds

ATTIRE • Varies

ACCESSORIES • Varies

SKIN • Ghostly purple hue

TATTOOS • N/A

 

 

❖ FAMILY ❖

"I am the last of my tribe, and it is up to me to ensure their names enter legend."

FATHER • Unknown

MOTHER • Unknown

BROTHER(S) • Unknown

SISTER(S) • Unknown

HUSBAND/SOULMATE • None

CHILDREN • None

 

 

❖PERSONALITY ❖

I’m driven by a wanderlust that led me away from home. There’s no room for caution in a life lived to the fullest. I have inexplicable luck that seems to kick in at just the right moment. Between the array of weapons, poisons, a talent for gambling and taking down a foe especially the undead, I am a fae elf with an attitude and you will find me in a lot of trouble at times mostly of my own making.

 

 

◖WEAPONS◗

Everfill Quiver

Bracelet of Elelmental Resistance - Lightning: 

Brooch of Shielding: While wearing this brooch, you have Resistance to force damage, and you have immunity to damage from the Magic Missile spell.

Gauntlets of Ogre Power: Raises strength by +1

Bracers of Archery: +2 damage on long and short bows

Boots of Elven Kind: Gives her silent step.

Ring of Mind Shielding: While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic Communication.

Hippogriff Feather Band :: +5 AC, Advantage on Acrobatic Checks, resist falling damage.

Amulet of Enduring Health [doubles Max HP the instant worn...this will fade if the Amulet is removed or broken

Ring of Protection +8:  Gives +8 to AC and Saving throws.

Ring of Spellturning - Ring, legendary (requires attunement)

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

❖ BONDS ❖

None as of yet.

❖ PETS ❖

None at the moment.

❖ GOD ❖

Name: Brakkus
Domain: Hunt/Justice/Luck
Depicted: A human male with a large hood, form fitting ranger clothing.
Favored Item: Quiver
    Weapon: Longbow
    Animal: Wolf 
    Class: Ranger/Monk
Core Ideal: Focus on your task and all will be made clear.
Personality Traits: Calm, Observant, Fair.
Origin: Born of the Iridescent Pool after his Mother whispered a secret into it. He sprang forth from that whisper.
Symbol: Three arrows fanned out.

❖ ABILITIES ❖

Demi-Fae have extended lifespans living up to 450 years old, giving them long memories and an inclination to act slowly and precisely. They are more often amused by passing events than they are truly excited. New events are the ultimate curiosity for demi-fae who have seen many things throughout their lives.

 

Charm Person - You attempt to charm a humanoid you can see within range, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

 

Disguise Self - Glamour fairly self explanitory, You make yourself, including your clothing, armor, Weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between.

 

Telepathy - Can send messages through the mind of persons he has a connection to or who he knows in person.

Favored Enemy, Undead, Titans,  Natural  Explorer, Fighting Style, Spellcasting, Ranger Archetype,  Primeval Awareness, Extra Attack, Favored  Enemy, Natural  Explorer improvements, Ranger Archetype feature, Land’s Stride

Horde Breaker: Once on each of your turns when you make a weapon Attack, you can make another Attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Escape the Horde: Opportunity Attacks against you are made with disadvantage.

Dual Wielder: You master fighting with two weapons, gaining the following benefits:
    You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
    You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
    You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. 

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. 

Mobile: You are exceptionally speedy and agile. You gain the following benefits:
    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. 

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