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AIRACHEE

(Pronounced i-ra-chee)

Physical Description: The Airachee are a race of Anthropomorphic Eagle Folk. They resemble
eagles in every way, but with two major exceptions: their dexterous hands positioned at the fold
in their wings, and their size. Most Airachee average 6-7’ in height, with 6-7’ wingspans, and
weigh in at a surprisingly light 60 to 70 pounds due to their hollow bird bones. Their clever
hands bend into their wingfolds entirely while in flight, but allow them to finesse objects when
walking on the ground.
The Airachee populate a huge territory stretching from the icy north and running down to
the equator, and this has led to a huge diversity in appearance. There are snow white Airachee,
and jet black Airachee, and Airachee golden as the sunset. Airachee with spots and with stripes
and with natural camouflage patterns. Airachee of multicolored plumage, and Airachee of
iridescent plumage and Airachee of almost no plumage at all.
Airachee clothing choices tend to be extremely lightweight allowing them to fly as best they
can. Oftentimes they sport nothing more than their weapons and bits of leather armor. In times
of war the Airachee are known to paint themselves in fierce, bold colors crafted from plant dyes
and minerals. In celebration the Airachee are know to sport elaborate headdresses, and
ceremonial masks
Society: No one is certain when exactly the Airachee came down out of the sky and chose to
live instead on the vast grass savanna that stretches North to South across the New World. Not
even the Airachee. They tell stories that offer explanations, but those stories might well be
naught but myth and legend.
The stories are told in ritual dance and in song, over campfires and over peace pipes
and across countless generations. The stories are told to drumbeats and to the shrill cries of
warriors. They are told by the village elder and by the wise women. They tell of a time when all
of the plains, and all of the creatures who wandered them, were in common danger, facing a
common foe. The foe is said to have slithered through the tall grasses of the savanna and
preyed on the innocent by surprise, felling them by way of subterfuge and terrible poisons. One
after another the tribes of the plains were brought low by these legendary enemies until they
cried out to the skies, and to the noble Airachee, for succor. The Airachee answered the call of
distress and dove into the tall grasses to confront the menace that lurked and hid therein. The
battle raged for years and for decades and even
for centuries, but eventually the Airachee drove
the savanna’s enemies to the very edge of the
world, and then into the ocean itself, where they
are said to remain unto this very day.
And though the brave Airachee won the
day and vanquished the savanna’s common foe,
they themselves sacrificed much in the doing of
it. They sacrificed the skies that they once ruled
over. Since that day the Airachee have dwelled
not in the air but on the ground, in the same
savanna they are sworn to protect.
The Airachee cannot fly freely as it is
assumed they once did. They can manage short
flights in fits and bursts, but their bodies are
simply too large and their weight too great to
remain aloft for long. And though this might
seem a sad deficit, the Airachee have instead
turned it to their great advantage. They are the
most fearsome tribe to roam the savanna. Not
even the mighty Bisonis Bubalis claim to be
there equals.
They have developed a fighting and
hunting style that utilizes their clipped flight to
propel them above and amongst their enemies.
They rise high only to come crashing down atop
their prey, long spears grasped in their talons.
They rain down arrows from above, equally
adept at archery with their hands or their taloned
feet. They crash into their foes, only to retreat
into the air a moment later, and then crash in
again from a different angle. These hit and run
tactics have made of them the mightiest force on
the wide open plain. Where the Airachee roam
the savanna makes way
AIRACHEE TRAITS
Ability Score Increase: Dexterity +2, Charisma +2, Constitution -2
Age: Maturity at 10 years of age up to 100
Alignment: Airachee tend to be Neutral as they are a pragmatic people accustomed to survival
on the harsh plains
Size: Your size can vary between 6-7’ (Medium)
Weight: 60 to 70 pounds (bird bones)
Speed: 30’ Walking Speed (Flying Speed - See the Clipped Wings Ability)
Languages: You speak and understand Airachee and Common. There is notably no written
Airachee language
Talons: The Airachee have formidable and outsized taloned feet. These count as natural
weapons:
Talons - Exotic Melee Weapons - Finesse - Light - 1d4 Slashing Damage
Eagle Eye: Airachee have keen vision. A vestigial trait from their airborne past. You gain
Proficiency in Perception. If already Proficient then you gain Expertise
AIRACHEE ABILITIES
Clipped Wings: The Airachee lost the ability of true flight long ago. They adapted to life in the
tall grass of the savanna and eventually became too large and too heavy for the sky. What
remains is the ability to fly in fits and spurts and to use the aerial dimension to their advantage in
combat and otherwise. You can utilize the following abilities while moving only if your
wings/hands are free. You can use any mix of these abilities a number of times per Short Rest
equal to your Proficiency Modifier Note - You cannot utilize these abilities while wearing heavy
armor or over-encumbered (DM’s discretion):
*Entire Movement Cost - Hover - You lift off and head straight up at a steady pace. You rise to a
maximum height of 40’ and can remain hovering there, with strong steady wing beats, for a
number of rounds equal to your Strength Bonus (minimum of 1x round)
*Entire Movement Cost - Soar - You launch into the air with a leap abnd take off in a flurry of
feathers. You move 60’ flying however you would like to break it up, i.e., 40’ vertical and 20’
horizontal - 10’ vertical and 50’ horizontal Note - you cannot descend while soaring
*½ Movement Cost - Glide - You spread your
wings and glide gently downward from a great
height. You descend 40’ a round and can move
15’ horizontally for every 10’ so descended. If
you land you do so safely and without damage
Note - you must land in an unoccupied and
open space
*Entire Movement and Action Cost - Dive Bomb
- Make a Melee Attack as part of this Action -
Can only be used once per Turn - With a fierce
shrieking war cry you plummet straight down
attacking a target within 5’ of you. You descend
a maximum of 60'. For every 10’ descended add
an extra 1d4 Force Damage on a successful hit.
On a miss you yourself take 1x point of Force
Damage for every 10’ descended Note - you
must land in an unoccupied and open space. If
the space beneath you is occupied then move
randomly 5’ as decided by a d4 after your attack
*Reaction - Descent - If at the end of your Turn
you have no remaining uses of this ability, or if
you no longer wish to use this ability next Turn,
but you remain aloft, then you must spend your
Reaction to immediately make a controlled
descent and float to the ground. You descend
straight down at a rate of 60’ per Round and if
you land you receive no damage. Note - you
must land in an unoccupied and open space. If
the space beneath you is occupied then move
randomly 5’ as decided by a d4 Note - if for
whatever reason you have no Reaction you fall
the full distance at full speed and take the
appropriate falling damage
Bird Bones: As avians Airachee have hollow bones originally evolved for sustained flight. And
though they no longer remain aloft for long periods their bones remain alarmingly fragile. You
gain the following abilities and deficits:
*Vulnerability to Bludgeoning Damage
*Fragile - You damage easily and heal more slowly. You have a maximum number of Hit Dice
available for healing equal to ½ your level (rounded down and a minimum of 1x). You still
receive Hit Dice after a Long Rest same as usual but never more than ½ your level
War Cry: Airachee are a fierce warrior
culture. A number of times per Long Rest
equal to your Charisma Bonus you can
unleash a piercing, shrill war cry to inspire
and rally your allies. This war cry is
audible to everyone within a mile radius.
When you do so, choose a friendly
creature who can hear you. That creature
gains Temporary Hit Points equal to 1d6 +
your Proficiency Modifier.
Eat Like a Bird: The phrase is actually
based on a huge misconception.
Observers see birds pecking at their food
and assume they are light eaters, whereas
in reality, they eat all day. Every day. You
must eat your own weight in food everyday
or suffer the following deficits which are
cumulative Note - These deficits ought be
flavored as a desperate pecking at
everything to see if edible, plaintive shrill
cries for food, etc:
*-2 per day of missed food to your
Strength Ability Score
*-2 per day of missed food to all Strength
Ability Checks and Saving Throws
*-1d4 per day of missed food to Total Hit
Points
*These accumulated deficits are removed
immediately after eating your weight in
food for each day’s meal missed
Quadradextrous: The Airachee have developed a style of combat unique to them. They rely
heavily on their abilities of limited flight to take to the air and remain out of direct melee until it is
advantageous to them to do otherwise. They are masters of the hit and run.
You are equally proficient with your hands and your taloned feet. This allows for you to attack
from above while flying. Even dexterously shooting bows - throwing javelins - diving with lances
- all wielded by your feet alone. Note - You need not necessarily be flying as this could also
work while climbing - hanging from a rope or a banister - etc Note - This ability could come into
play outside of combat as well - lockpicking windows while hanging off rooftops - picking up
small creatures to take flight - dropping objects on enemies - etc. get creative (DM’s discretion)
A Proud People: The Airachee are a proud people. This is true for the better and for the worse.
Once you give your word there is no going back, but, to gain your respect is no small thing. And
woe to those who dare besmirch the Airachee in your presence. You gain the following abilities
and deficits:
*You receive Disadvantage on all Deception Checks. You are a straight shooter. Oftentimes
naively so. If asked if another warriors sword fighting skills are formidable you will answer
honestly. This is true whether you are answering the question regarding a soldier’s swordplay or
that of a Prince. Note - failures should be flavored as brutal, but not necessarily ill intentioned,
directness, i.e., ‘What? He asked if his daughter is ugly. She is. She is astoundingly ugly. Never
have I seen a face more horrid outside of a witches coven.’
*You take great offense at any disrespect toward yourself or the Airachee people in general. If
such disrespect is heard or observed by you, then you will not hesitate to react. At a minimum
you will voice your displeasure, oftentimes your displeasure is instead meted out swiftly and
violently. If you wish to ignore the slight then you must make a Willpower/Charisma Check DC10
(or harder at DM’s discretion)
*Once pledged to a cause or a course of action you must make a Willpower/Charisma Check
DC10 (or harder at DM’s discretion) in order to change course, even in light of clear evidence
that your course is unwise or your trust misplaced. On a success you can take a step back and
begrudgingly reassess. On a failure you forge ahead with stubborn determination

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