Rayyl

Rayyl.jpg

Click here for D&D 5.0 Stats

Personality: The Rayyl are a secluded and reclusive race, given to being intellectually snobby and tend to consider themselves superior to “land dwelling” races. They hold their ancestry to be sacred and the closer you are to Way Lun, the first bird or his mate Seya Lun the purer your blood line is. The Rayyl are gifted with magic and their rookeries often contain huge libraries of scrolls.

Physical Description: They are between three and four and half feet tall, they are coated in feathers which range from white to dark brown and have large eyebrow feathers. The first Rayyl was a great horned owl who was awakened by his Druid companion and in many ways the Rayyl are still very close their animal past. Having wings, the Rayyl lack arms and hands in the traditional sense, rather they use their very dexterous feet to manipulate the world around them, A Rayyl’s wing span is always twice their height, the average height is between 2’ and 3’, the average weight between 20-35 lbs. They are also able to swivel their heads to look behind themselves with their overly large round eyes, which range in color from yellow to green with a reflective shine. Rayyl are nocturnal and suffer terribly when awoken during light hours. Rayyl have long lifespans and live to be around 300 yrs old, a Rayyl is considered an adult after year 5 when their baby down molts and their adult plumage comes in.

Relations: The Rayyl deeply distrust other races, particularity those who are land bound. They rarely stray from their rookeries deep in Dragonback Mountains However they have managed to create a trade agreement and civil relations with the dwarven nation and often trade gems and scrolls for metal and forged items.

Alignment: Most Rayyl tend heavily towards the lawful side of the alignment scale, but all alignments are possible.

Rayyl lands: The Rayyl live South of Ardenvale pass. Many of their rookeries are within a short flight to the ocean where they fish and search for gems exposed by erosion. The Rayyl rookeries are carved into the soft lime stone cliffs common in the southern portion of the mountains and are often inaccessible by land. They proudly boast “Rayyl only” schools of magic and sorcerery, as well as other institutes of learning. It seems as though each of the Rookeries has a specialty school of one type or another.

Religion: The Rayyl pay homage to Heaybara and Mayssa as their ancestor was awakened by a druid of Mayssa. However the practice is not wide spread as most Rayyl are given to arcane magic rather than the divine. Most who do follow Heaybara and Mayssa become Druids.

Language: The Rayyl learn “Rayyyl”, Common and Auran automatically, but are given to knowing many languages. If they poses a high intelligence they can choose from; Dwarven, Elven, Slyvan, Draconic, Aquan, Ignan, Terran as bonus languages. There written language looks like a bunch of scratches on a line
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Names: Rayyl names tend to be short only a single syllable, most have a distinctly oriental sound to them.
Male names: Chi, Pow, Fon, Sik, Qui
Female names: Lea, Fay, Vesa, Tri, Seya
Family names: Lun, Mik, Ord, Paz, Rem, Kot

Adventures: Few and far between are those who leave the comfort of the rookeries, however when one does they make formidable opponents, wielding unexpected combat abilities and magic. Many Adventuring Rayyl take feats like Silent flight, wing-over and fly-by-attack.
However, the Rayyl take a -4 using normal weapons, armor or gear and must have such made for them custom, or purchase them at a rookery. Magic items that fit themselves to their user work normally. The can wear magic gloves or rings on their talons

Rayyl Racial Traits: (14 RP)

  • Rayyl are small monstrous humanoids
  • + 2 to Intelligence and Wisdom, – 2 Strength
  • Base Speed: 20’, Fly 50’ (good)
  • Dark vision 60’
  • Rayyl are a small sized race (+1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks)
  • Rayyl have a pair of 1d3 claw attacks, but most Rayyl who choose to fight use Battle Claws which blunt their natural attack in favor for blades of steel.
  • Light Blindness: Abrupt exposure to bright light blinds Rayyl for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Rayyl do not need to make concentration checks for casting magic while flying unless the weather is severe or other conditions force a concentration check.
  • Spell like abilities: Rayyl with an Intelligence score of 11 or higher gain spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user’s character level.
  • Bird like Senses: With both sharp hearing and keen eyes not much passes the notice of a Rayyl, They receive a + 2 racial bonus on perception (hearing/sight) this increases + 2 every 4 levels.
  • Weather Savvy: Members of this race are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
  • Rayyl Weapon and Armor proficiency: Rayyl are proficient with any weapon with “Rayyl” in the title (see below), as well as spears, javelins, slings, and darts however, they take a -4 to using any other weapon not built for them even if they would gain proficiency through their class. Likewise they cannot wear armor or shield not built for their race, even if their class grants them proficiency.
  • Rayyl Favored Class: Wizard, Sorcerer

Alternate racial traits
Paragon: Some Rayyl are exceptional in one area over all others, and has a +4 to either intelligence OR wisdom and a -2 Str, dex, and con. This replaces the normal +2 to both intelligence and wisdom and -2 strength.

Equipment
Rayyl Battle Claws
Rayyl Armor

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Rayyl

The Kingdom of Daytar Leamay KrisW