Difference between revisions of "Rhinastal (3.5e Race)"
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− | |specialtext5=The physical stature of | + | |specialtext5=The physical stature of rhinastals lets them function in many ways as if they were one [[SRD:Size Category|size category]] larger. Whenever a rhinastal is subject to a size modifier or special size modifier for an opposed check (such as during [[SRD:Grapple|grapple]] checks, [[SRD:Bull Rush|bull rush]] attempts, and [[SRD:Trip|trip]] attempts), the rhinastal is treated as one size larger if doing so is advantageous to it. A rhinastal is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as [[SRD:Improved Grab|improved grab]] or [[SRD:Swallow Whole|swallow whole]]) can affect it. A rhinastal can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of [[SRD:Powers|powers]], abilities, and spells that change the subject’s [[SRD:Size Category|size category]]. |
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Revision as of 13:41, 1 June 2022
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Contents
Rhinastal
A race of powerfully built rhino-like humanoids, with innate psionic powers and crystal horns.
Personality
Rhinastals are culturally influenced to be stoic and able to exert mental fortitude like no others. That doesn't mean that they won't express feelings, on the contrary they are very emotional, often bursting in fit of rage, pride and competition, but also empathy and awe at the sight of beauty in all form. They tend to their bodies as much as to their minds, believing their natural physical prowess and mental capabilities to be traits to be honed as much as possible. They have an impulsive desire for excelling over others, both in battle and physical sports and in spiritual advacement. Their softer side strive to enjoy arts, especially music and dance, and mysticism.
Physical Description
They are humanoid rhinofolks, with a tint of purple or violet in their skin, sometimes even more than that, and rarely with a pink complexion. This is true for their heads, back, arms and legs, though their color becomes paler towards the chest, underarms, palms and soles of feet. They are muscular and tall, though less than an half-giant, more similar to orcs and half-orcs in height. They have pachyderm-like feet and hands with four, broad fingers. They have some hair, usually light colored, but more present on their head and chin, which they style in dreads or as mohawks, usually colored or decorated. Males sometimes style their beard, while others shave it clean. Their most recognizable feature is their multicolored crystal horn, which protudes just above their nose. They are very proud of this horn and treat it with great care.
Relations
Though they have small and secluded communities in high mountains, rocky deserts and similar places, they are very sociable and often go out to search for neighbouring communities to establish peaceful relationships when possibile. They may be seen as rowdy from more composed creatures or too serious from the jolly ones, but are generally appreciated by everyone, if they go beyond their physical appearance.
Alignment
Usually chaotic, with a tendency for good, but this is the result of their individualistic and competitive nature. Despite this they are very organized and cooperative, so many neutral and lawful rhynastals exist. Evil ones are rarer but not unheard of.
Lands
They live in arid and hard to inhabit places, both to exercise and hone their capabilities and not to come in contact with hostile populations. They live trading knowledge, physical strength, precious materials for food and drinks, almost limiting themselves to basic farming, while concentrating more on farm animals to serve as food. Many though choose to become vegetarian and so they often cultivate small gardens for themselves. They build house in rocks and cliffsides, sometimes out in the open. Their cities and villages are architecturally-friendly towards communitarian life (and so very appreciated by adventurers) with a lot of training places and spiritual palaces, but reserved homes and rooms are found all through the settlement, to allow quiet and private times to their inhabitants.
Religion
They don't have any racial deity, nor usually worship higher powers, unless impersonal. They usually prefer to concentrate on their inner self for spirituality, though they are not adverse to religion and some of themr revere (but not worship) gods of strength or mind. Exceptions are possible.
Language
Despite not being one they speak Giant among themselves (more precisely the Rhinastal dialect, but speakers of Giant may understand and communicate just fine), though they learn languages of neighbouring communities or Common to communicate. Individual rhinastal may whish to learn languages of the Outer Planes, such as abyssal, celestial and infernal tongue, or draconic sometimes.
Names
They have a juvenile name that is given from parents to their offspring, then they gain a community name when they reach maturity, which is often a sort of title or nickname, and a personal name that they choose for themselves and that is the name their are known by outside their community and race. They don't have a specific naming convention and each individual may choose whatever language or format they like, so that rhinastals have names in Dwarven, Giant, Elven, Draconic, Celestial, Infernal and so on.
Racial Traits
- +2 Strength, +2 Charisma, -2 Dexterity, -2 Wisdom: Strong and very outgoing, they often take rushed decisions and are limited in movement by their broad bodies.
- Humanoid (Anthro, Psionic): Rhinastals are rhino humanoids with psionic powers.
- Medium: As a Medium creature, a rhinastal has no special bonuses or penalties due to its size.
- Rhinastal base land speed is 30 feet.
- Crystal Horn (Ex): Their horn can work as psycristal if the rhinastal gain the ability to have one. If they are psionically focused they also gain +1 to their natural armor bonus. This bonus increases by one at 5 HD and every 5HD after that (up to +5 at 20HD).
- Horn Strike: Their crystal horns are horn strikes, with statistics presented below.
- Mental Training: Rhinastals always have Autohypnosis and Concentration as class skills and gain a +2 racial bonus to Concentration checks to obtain psionic focus.
- Naturally Psionic: Rhinastals gain 1 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. As their psionic abilities are tied to their horns, they lose this feature if they lose their horn, regaining it when they regain the horn.
- Powerful Build: The physical stature of rhinastals lets them function in many ways as if they were one size category larger. Whenever a rhinastal is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the rhinastal is treated as one size larger if doing so is advantageous to it. A rhinastal is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A rhinastal can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
- Psi-like Abilities (Ps): 1/day—crystal strike, though they channel it through their horns. This psi-like ability deals +1d6 per two subsequent level/HD after the first (up to 10d19 at 19th level). Manifester level is equal to their Hit Dice. This feature qualifies them for the Physical Manifestation feat (these powers added to their known powers act as normal, consuming hit points instead of power points).
- Automatic Languages: Giant
- Bonus Languages: Abyssal, Anarch, Axial, Celestial, Common, Draconic, Dwarven, Elven, Infernal
- Favored Class: Psychic Combatant or Wrathmind
- Level Adjustment: ++1
- Effective Character Level: 1
Crystal Horn
Two-Handed Melee
Cost: | — gp |
---|---|
Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 20/×2 |
Weight2: | — lbs |
Type3: | Bludgeoning, Piercing |
HP4: | 10 |
Hardness: | 5 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
Back to Main Page → 3.5e Homebrew → Races
the bluez in the dungeonv |
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Author | the bluez in the dungeon + |
Class | Melee + |
Cost | — gp + |
Critical | 20/×2 + |
Damage | 1d8 + |
Damage Type | Bludgeoning + and Piercing + |
Effective Character Level | 1 + |
Favored Class | Psychic Combatant + and Wrathmind + |
Hardness | 5 + |
Hit Points | 10 + |
Identifier | 3.5e Race + |
Level Adjustment | +1 + |
Proficiency | None + |
Racial Ability Adjustments | +2 Strength +, +2 Charisma +, -2 Dexterity + and -2 Wisdom + |
Range | — + |
Rating | Undiscussed + |
Size | Medium + and Two-Handed + |
Subtype | Anthro, Psionic + |
Summary | A race of powerfully built rhino-like humanoids, with innate psionic powers and crystal horns. + |
Title | Rhinastal + |
Type | Humanoid + |
Weight | — + |