Makeitstop
2011-01-10, 08:32 AM
I was rather surprised that this wasn't already in a monster manual somewhere, and since I thought it sounded like it would be a cool player race, I thought I'd give it a shot.
Plus, look at this picture I found, who wouldn't want one of these:http://www.sverror.com/uploads/2/8/1/9/2819457/50584.png?642
Edit: After considering everyone's feedback, I came up with this revised Rhinotaur:
Edit 2: Revised powerful frame rules.
Edit 3: Brought back mithril stacking and modified powerful charge
+2 Str, +2 Con
Medium, Monstrous humanoid
Speed 30
+2 Natural armor
Natural attack: Gore 1d8
Powerful Charge: Bonus damage on gore attack equal to base gore attack damage + Str
Scent
Near sighted: - 2 to spot checks, +2 to listen checks
Powerful frame: Treat all armor as one class lighter (Heavy → Medium → Light) and gain +1 max dex bonus, -1 armor check penalty. Leather and padded armor may be treated as clothing. +50% carrying capacity.
Languages: Common, Giant. Bonus languages: Draconic, sylvan, dwarven, elven, goblin.
Level Adjustment: +1
Fluff:
Appearance
Rhinotaurs are large, bulky, muscular, humanoid Rhinos, with thick gray skin and large horns. Male and Female Rhinotaurs are roughly the same size (6-7 feet tall, 350-400 pounds), though females have slightly shorter, more “human” faces and feminine features.
Rhinotaurs often have intricate carvings in their horns, denoting ranks, titles, honors, agreements, marriages, or just because they're pretty. Symbols which are meant to mark obligations will be replaced if damaged, but honors and other more frivolous things will simply be left in the past and the loss, treated as an opportunity to earn new ones. Should a Rhinotaur horn be lost completely, it will grow back in time.
Names
Rhinotaur names consist of a given name and an honor name, in whichever order sounds best. Given names are typically borrowed from other races, most often human, while honor names are descriptors based on notable accomplishments and traits, for example: Silent Stalker Jarek. Though this is sufficient most of the time, for official records and formal use, Rhinotaurs use their full name, consisting of their given and honor name, followed by the given names of their twin, father and mother, and any ranks, titles, and additional honors earned. Example: Haikon Thunder Fist, Brother of Enora, Son of Arkon and Isha, Captain of the Citadel guard; Dragon Slayer, and Griffon Rider.
Rhinotaur life and society
Rhinotaurs are renowned warriors who live in tribes on the plains. They were originally created by a powerful Sorcerer who used them as his army. When they overthrew him, their leaders declared that they would never conquer others again, and swore to aid their neighbors as allies in times of peril. As such, they have strong ties with many races, and often serve an important role as merchants and diplomats, as well as neutral arbiters between rival factions.
Despite their animal nature, Rhinotaurs are just as intelligent and thoughtful as any other sentient race. While naturally adept at combat, they are just as likely to be found living as artists, craftsman, merchants or clerics. There are even Rhinotaur wizards, though their history has lead them to view professional magic users with suspicion. Many Rhinotaurs even have the capacity to become warlocks (a trait most likely attributable to the means by which they were created) though few ever do so publicly, as it is a major taboo.
Rhinotaur culture is focused on discipline, honor and personal growth. From birth, Rhinotaurs are taught to strive for perfection in mind, body and spirit. For a Rhinotaur, it is not enough to master a single discipline, they must be ready for every situation, and utilize all of their potential. It is not unusual for Rhinotaurs to master multiple vocations over a lifetime.
The obsession with perfection and personal development isn't just an inwardly focused principle. Rhinotaurs want all sentient beings to fulfill their potential and push the limits of their abilities. For example, if a small band of Rhinotaur warriors were to come across a village that was facing imminent destruction at the hands of an Orc horde, the Rhinotaurs would be willing to lend assistance, but would be more concerned with empowering the villagers to defend themselves than with fighting a battle for them. On the other hand, if they were to come across a beggar, most Rhinotaurs would refuse to give even a single copper unless the beggar did something to earn it. Still, they are not cruel or irrational, and will generally lend free aid to those who are in situations which they cannot reasonably handle on their own.
Like any society, Rhinotaurs also have their rebels and outsiders. By nature, Rhinotaurs are stubborn, hot headed, and prone to fits of terrible rage. Most Rhinotaurs view these traits as incredibly shameful weaknesses, and never allow themselves to lose control, even for an instance, but there are always a few who never accept the rigid concepts of discipline and honor. These rebellious individuals are unwelcome among their own people, and almost always leave at a young age (and those who don't eventually earn an exile or a violent death). Those who leave are mourned, and considered dead by those who they leave behind. Some find work as soldiers or mercenaries (Rhinotaur scouts being particularly sought after), while others become barbarians and bandits. As they grow older and more mature, some will eventually return home, but most never look back.
Family Life
Rhinotaurs are slow to enter into marriage, as there is no divorce, and the only way to exit a marriage is through death or exile. Rhinotaurs mate for life and consider the marital bond to be sacred. Courtship typically involves both parties attempting to impress each other and earn their respect. If they should dive straight into bed however, they would be considered married, and though somewhat scandalous, such events are not entirely rare.
Rhinotaur parents are part teacher, part drill sergeant, and part jailor. One parent is with the children at all times, with both parents taking shifts watching over them. During that time, it is the parent's job to pass on all their knowledge and wisdom, as well as put them through strict training and conditioning. Even as a child grows older and begins to run off and play with other children, a parent is always watching from a distance. Despite the constant supervision, Rhinotaur children often get into trouble, as their parents will not intervene unless the child is in real danger. Instead, the parent will typically use each situation as an opportunity to teach the child a lesson, and force it to solve it's own problems. Once a Rhinotaur reaches adulthood however, they rarely stay in contact with their parents, and some may never see them again. From an outsiders perspective, this seems like it would be difficult, but Rhinotaur discipline and self-reliance makes the process mostly painless.
All Rhinotaurs are born in a set of twins, one male and one female, an unusual trait bestowed upon them by their creator in order to ensure that they would always have a stable gender ratio. The bond between brother and sister is powerful, and can never be broken. Even after reaching adulthood, twins typically live together until one marries, and even then they are rarely far from each other. Most tribes are in fact long chains of twins, and theirs spouses, and their spouses' twins. In cases of exile, it's not unheard of for a twin to follow after the exile, both out of devotion, and in the hopes of reforming them. There are even stories of twins whose bonds are supernatural in nature, and of dead siblings who remain with their twin as ghosts. Despite this, Rhinotaurs will not admit to being dependent upon a twin, and when their paths diverge, consider themselves honor bound to remain stoic, and go their separate ways.
Rhinotaur settlements
Rhinotaur society is spread out across their vast homeland. Though they control and police all of their land, they consider all areas outside of their settlements to be neutral territory, open to everyone so long as they act peacefully and honorably. The settlements themselves however are reserved for the Rhinotaurs, and can only be entered by outsiders at the discretion of the local populace, which typically requires a Rhinotaur to take responsibility for their actions.
Much of the Rhinotaur population lives in small tribes in the center of the plains. These settlements are often little more than a collection of tents and huts gathered around a useful geographic feature. Though they are not truly nomadic, Rhinotaurs are always ready to leave at a moment's notice. The only truly permanent settlements are the eight ancestral cities, found in the ruins of the fortresses that circle their territory, and the Citadel, the old sorcerer's tower that has become their capital city. The fortresses are left in ruins, repaired only to the extent necessary to keep them from collapsing. The Citadel however has seen constant repairs and renovations, transforming it from a sorcerer's seat of power to a great city filled with culture and commerce. These sites serve as a memorial to their shameful origins, a reminder of what they were, and a symbol of all they strive to become.
Politics and Law
Rhinotaurs have little government outside of their capital city. Because most Rhinotaur settlements are small, tight knit communities, most disputes are settled as matters of honor, with the potential loss of trust and respect from neighbors being incentive enough to force some form of resolution. Decisions which affect the whole community are settled through gatherings, in which all community members reach a decision. The decision need not be truly unanimous, but there can be no objection. Because stubbornness is considered dishonorable, indecision is rare, even more so than violence.
In the ancestral cities, gatherings are closed to the general public, and can only be attended by orators, leaders who are empowered to speak for others. Upon reaching adulthood, a small chunk is cut from a Rhinotaur's horn (making room for the carving of their first honor name) on which is carved their full name. This chunk of horn is their orator's token, an item to be given to whoever they trust to speak for them. Unlike simple gatherings, orator's gathering often settle matters with votes, in which each orator has as many votes as he has tokens.
The Citadel is host to the assembly, a gathering of Orator's from across the land. The assembly handles all matters which affect the Rhinotaur nation as a whole, as well as foreign relations. In order to accommodate trade, the assembly is in charge of passing laws which govern the behavior of outsiders, and appoints leadership to run the Citadel, including a captain of the guard, magistrates, and record keepers. This more formal structure is important, as the Citadel is open to people of all nations and races, many of whom do not share the Rhinotaur's concern for honor.
Exile
While most disputes are resolved naturally in order to avoid dishonor, and shame is typically all the punishment that is necessary on occasion, that is not enough. When a Rhinotaur is considered a danger to others, he is exiled from the lands. A gathering must be held, and cannot be concluded until a unanimous decision is reached. If the decision is made to exile a Rhinotaur, his orator's token is taken and sent to the assembly to record the exile, and in an excruciatingly painful process, fang shaped cuts are made beneath the eyes, a sign to all that the exile is a beast, not a man.
Sometimes, a respected member of the community will be allowed to intervene and take responsibility for a potential exile, in the hopes that he might be able to turn him around. This is not a task to be taken lightly however, as the mentor is agreeing to tie his fate to that of his ward, and if an exile still occurs later on, both are exiled.
Once exiled, a Rhinotaur is allowed to return only once, in order to plead their case before the assembly. An exile may claim to have been cast out unfairly, or they may argue they have changed, and should be given a second chance. A few elderly exiles have returned only to make a last statement of defiance. It is their right to address the assembly as they see fit, an act given all the respect afforded to a man's last words.
Exiles are uncommon, and returns are exceedingly rare, so these meetings are given all the time necessary to reach a fair conclusion. If the assembly votes to redeem the exile, the confiscated token is returned, and word is sent out across the nation declaring the good news. If the assembly votes to maintain the exile, two new cuts are made, from the back of the horn, up the forehead between the eyes and ears and down to the back of the exiles neck. This new mark shows that the exile has exhausted his one chance to return, and must never set foot in his homeland again.
The Pilgrimage
When Rhinotaurs reach adulthood, they must undertake the pilgrimage as a rite of passage. They are required to travel to the eight ancestral cities (often a challenge in itself) and in each one, earn the approval of a master. This can be as simple as a single competition, or may take weeks of intense study and training, whatever the master chooses. Each city has many masters, each considered the best in that city at a particular discipline. To be a master is both an honor and a duty, and is used both to serve others and as a way of growing through constant challenges.
Once a Rhinotaur has gained the approval of eight masters of physical, mental and spiritual disciplines, he must travel to the Citadel and choose his honor name. Along with their approval, each master recommends an honor name, usually based on how the young one approached a challenge. A master may also choose to recommend an honor name based a previous accomplishment or a trait, but only when it is something extraordinary.
Once a name is chosen, it is recorded in the citadel archives and carved into the back of the Rhinotaur's horn. Throughout his life, a Rhinotaur may earn new honors which he can choose to use in place of his first honor name, but for official purposes, his first honor name is the only one that counts.
Here's the original version:
Rhinotaur
+2 Str, +2 Con
Medium, Monstrous humanoid
Speed 30
+4 Natural armor
Gore 1d8
Scent
Near sighted: - 2 to spot checks, +2 to listen checks
Resistance to fire 5
Powerful frame: Treat all armor as one class lighter (Heavy → Medium → Light → clothes) and gain +1 max dex bonus, -1 armor check penalty. +50% carrying capacity.
Languages: Common, Giant. Bonus languages: Draconic, sylvan, dwarven, elven, goblin.
Level Adjustment: +2
I came to the conclusion that a level adjustment of 2 was fair based on comparing it to a LA 1 race with the draconic template applied. The only thing that I'm unsure of is the powerful frame quality, as it is a bit more unique, but I think it also makes for a much more interesting character.
I also kicked around the idea of giving them a +2 bonus to intelligence, as a big strong animal that's smart would be a nice change of pace, but I thought it might be a bit too much.
Oh, and for the record, I'm well aware that his name doesn't actually make sense, but I figure that minotaurs in a world without minos make no sense to begin with, so why not just roll with it.
Plus, look at this picture I found, who wouldn't want one of these:http://www.sverror.com/uploads/2/8/1/9/2819457/50584.png?642
Edit: After considering everyone's feedback, I came up with this revised Rhinotaur:
Edit 2: Revised powerful frame rules.
Edit 3: Brought back mithril stacking and modified powerful charge
+2 Str, +2 Con
Medium, Monstrous humanoid
Speed 30
+2 Natural armor
Natural attack: Gore 1d8
Powerful Charge: Bonus damage on gore attack equal to base gore attack damage + Str
Scent
Near sighted: - 2 to spot checks, +2 to listen checks
Powerful frame: Treat all armor as one class lighter (Heavy → Medium → Light) and gain +1 max dex bonus, -1 armor check penalty. Leather and padded armor may be treated as clothing. +50% carrying capacity.
Languages: Common, Giant. Bonus languages: Draconic, sylvan, dwarven, elven, goblin.
Level Adjustment: +1
Fluff:
Appearance
Rhinotaurs are large, bulky, muscular, humanoid Rhinos, with thick gray skin and large horns. Male and Female Rhinotaurs are roughly the same size (6-7 feet tall, 350-400 pounds), though females have slightly shorter, more “human” faces and feminine features.
Rhinotaurs often have intricate carvings in their horns, denoting ranks, titles, honors, agreements, marriages, or just because they're pretty. Symbols which are meant to mark obligations will be replaced if damaged, but honors and other more frivolous things will simply be left in the past and the loss, treated as an opportunity to earn new ones. Should a Rhinotaur horn be lost completely, it will grow back in time.
Names
Rhinotaur names consist of a given name and an honor name, in whichever order sounds best. Given names are typically borrowed from other races, most often human, while honor names are descriptors based on notable accomplishments and traits, for example: Silent Stalker Jarek. Though this is sufficient most of the time, for official records and formal use, Rhinotaurs use their full name, consisting of their given and honor name, followed by the given names of their twin, father and mother, and any ranks, titles, and additional honors earned. Example: Haikon Thunder Fist, Brother of Enora, Son of Arkon and Isha, Captain of the Citadel guard; Dragon Slayer, and Griffon Rider.
Rhinotaur life and society
Rhinotaurs are renowned warriors who live in tribes on the plains. They were originally created by a powerful Sorcerer who used them as his army. When they overthrew him, their leaders declared that they would never conquer others again, and swore to aid their neighbors as allies in times of peril. As such, they have strong ties with many races, and often serve an important role as merchants and diplomats, as well as neutral arbiters between rival factions.
Despite their animal nature, Rhinotaurs are just as intelligent and thoughtful as any other sentient race. While naturally adept at combat, they are just as likely to be found living as artists, craftsman, merchants or clerics. There are even Rhinotaur wizards, though their history has lead them to view professional magic users with suspicion. Many Rhinotaurs even have the capacity to become warlocks (a trait most likely attributable to the means by which they were created) though few ever do so publicly, as it is a major taboo.
Rhinotaur culture is focused on discipline, honor and personal growth. From birth, Rhinotaurs are taught to strive for perfection in mind, body and spirit. For a Rhinotaur, it is not enough to master a single discipline, they must be ready for every situation, and utilize all of their potential. It is not unusual for Rhinotaurs to master multiple vocations over a lifetime.
The obsession with perfection and personal development isn't just an inwardly focused principle. Rhinotaurs want all sentient beings to fulfill their potential and push the limits of their abilities. For example, if a small band of Rhinotaur warriors were to come across a village that was facing imminent destruction at the hands of an Orc horde, the Rhinotaurs would be willing to lend assistance, but would be more concerned with empowering the villagers to defend themselves than with fighting a battle for them. On the other hand, if they were to come across a beggar, most Rhinotaurs would refuse to give even a single copper unless the beggar did something to earn it. Still, they are not cruel or irrational, and will generally lend free aid to those who are in situations which they cannot reasonably handle on their own.
Like any society, Rhinotaurs also have their rebels and outsiders. By nature, Rhinotaurs are stubborn, hot headed, and prone to fits of terrible rage. Most Rhinotaurs view these traits as incredibly shameful weaknesses, and never allow themselves to lose control, even for an instance, but there are always a few who never accept the rigid concepts of discipline and honor. These rebellious individuals are unwelcome among their own people, and almost always leave at a young age (and those who don't eventually earn an exile or a violent death). Those who leave are mourned, and considered dead by those who they leave behind. Some find work as soldiers or mercenaries (Rhinotaur scouts being particularly sought after), while others become barbarians and bandits. As they grow older and more mature, some will eventually return home, but most never look back.
Family Life
Rhinotaurs are slow to enter into marriage, as there is no divorce, and the only way to exit a marriage is through death or exile. Rhinotaurs mate for life and consider the marital bond to be sacred. Courtship typically involves both parties attempting to impress each other and earn their respect. If they should dive straight into bed however, they would be considered married, and though somewhat scandalous, such events are not entirely rare.
Rhinotaur parents are part teacher, part drill sergeant, and part jailor. One parent is with the children at all times, with both parents taking shifts watching over them. During that time, it is the parent's job to pass on all their knowledge and wisdom, as well as put them through strict training and conditioning. Even as a child grows older and begins to run off and play with other children, a parent is always watching from a distance. Despite the constant supervision, Rhinotaur children often get into trouble, as their parents will not intervene unless the child is in real danger. Instead, the parent will typically use each situation as an opportunity to teach the child a lesson, and force it to solve it's own problems. Once a Rhinotaur reaches adulthood however, they rarely stay in contact with their parents, and some may never see them again. From an outsiders perspective, this seems like it would be difficult, but Rhinotaur discipline and self-reliance makes the process mostly painless.
All Rhinotaurs are born in a set of twins, one male and one female, an unusual trait bestowed upon them by their creator in order to ensure that they would always have a stable gender ratio. The bond between brother and sister is powerful, and can never be broken. Even after reaching adulthood, twins typically live together until one marries, and even then they are rarely far from each other. Most tribes are in fact long chains of twins, and theirs spouses, and their spouses' twins. In cases of exile, it's not unheard of for a twin to follow after the exile, both out of devotion, and in the hopes of reforming them. There are even stories of twins whose bonds are supernatural in nature, and of dead siblings who remain with their twin as ghosts. Despite this, Rhinotaurs will not admit to being dependent upon a twin, and when their paths diverge, consider themselves honor bound to remain stoic, and go their separate ways.
Rhinotaur settlements
Rhinotaur society is spread out across their vast homeland. Though they control and police all of their land, they consider all areas outside of their settlements to be neutral territory, open to everyone so long as they act peacefully and honorably. The settlements themselves however are reserved for the Rhinotaurs, and can only be entered by outsiders at the discretion of the local populace, which typically requires a Rhinotaur to take responsibility for their actions.
Much of the Rhinotaur population lives in small tribes in the center of the plains. These settlements are often little more than a collection of tents and huts gathered around a useful geographic feature. Though they are not truly nomadic, Rhinotaurs are always ready to leave at a moment's notice. The only truly permanent settlements are the eight ancestral cities, found in the ruins of the fortresses that circle their territory, and the Citadel, the old sorcerer's tower that has become their capital city. The fortresses are left in ruins, repaired only to the extent necessary to keep them from collapsing. The Citadel however has seen constant repairs and renovations, transforming it from a sorcerer's seat of power to a great city filled with culture and commerce. These sites serve as a memorial to their shameful origins, a reminder of what they were, and a symbol of all they strive to become.
Politics and Law
Rhinotaurs have little government outside of their capital city. Because most Rhinotaur settlements are small, tight knit communities, most disputes are settled as matters of honor, with the potential loss of trust and respect from neighbors being incentive enough to force some form of resolution. Decisions which affect the whole community are settled through gatherings, in which all community members reach a decision. The decision need not be truly unanimous, but there can be no objection. Because stubbornness is considered dishonorable, indecision is rare, even more so than violence.
In the ancestral cities, gatherings are closed to the general public, and can only be attended by orators, leaders who are empowered to speak for others. Upon reaching adulthood, a small chunk is cut from a Rhinotaur's horn (making room for the carving of their first honor name) on which is carved their full name. This chunk of horn is their orator's token, an item to be given to whoever they trust to speak for them. Unlike simple gatherings, orator's gathering often settle matters with votes, in which each orator has as many votes as he has tokens.
The Citadel is host to the assembly, a gathering of Orator's from across the land. The assembly handles all matters which affect the Rhinotaur nation as a whole, as well as foreign relations. In order to accommodate trade, the assembly is in charge of passing laws which govern the behavior of outsiders, and appoints leadership to run the Citadel, including a captain of the guard, magistrates, and record keepers. This more formal structure is important, as the Citadel is open to people of all nations and races, many of whom do not share the Rhinotaur's concern for honor.
Exile
While most disputes are resolved naturally in order to avoid dishonor, and shame is typically all the punishment that is necessary on occasion, that is not enough. When a Rhinotaur is considered a danger to others, he is exiled from the lands. A gathering must be held, and cannot be concluded until a unanimous decision is reached. If the decision is made to exile a Rhinotaur, his orator's token is taken and sent to the assembly to record the exile, and in an excruciatingly painful process, fang shaped cuts are made beneath the eyes, a sign to all that the exile is a beast, not a man.
Sometimes, a respected member of the community will be allowed to intervene and take responsibility for a potential exile, in the hopes that he might be able to turn him around. This is not a task to be taken lightly however, as the mentor is agreeing to tie his fate to that of his ward, and if an exile still occurs later on, both are exiled.
Once exiled, a Rhinotaur is allowed to return only once, in order to plead their case before the assembly. An exile may claim to have been cast out unfairly, or they may argue they have changed, and should be given a second chance. A few elderly exiles have returned only to make a last statement of defiance. It is their right to address the assembly as they see fit, an act given all the respect afforded to a man's last words.
Exiles are uncommon, and returns are exceedingly rare, so these meetings are given all the time necessary to reach a fair conclusion. If the assembly votes to redeem the exile, the confiscated token is returned, and word is sent out across the nation declaring the good news. If the assembly votes to maintain the exile, two new cuts are made, from the back of the horn, up the forehead between the eyes and ears and down to the back of the exiles neck. This new mark shows that the exile has exhausted his one chance to return, and must never set foot in his homeland again.
The Pilgrimage
When Rhinotaurs reach adulthood, they must undertake the pilgrimage as a rite of passage. They are required to travel to the eight ancestral cities (often a challenge in itself) and in each one, earn the approval of a master. This can be as simple as a single competition, or may take weeks of intense study and training, whatever the master chooses. Each city has many masters, each considered the best in that city at a particular discipline. To be a master is both an honor and a duty, and is used both to serve others and as a way of growing through constant challenges.
Once a Rhinotaur has gained the approval of eight masters of physical, mental and spiritual disciplines, he must travel to the Citadel and choose his honor name. Along with their approval, each master recommends an honor name, usually based on how the young one approached a challenge. A master may also choose to recommend an honor name based a previous accomplishment or a trait, but only when it is something extraordinary.
Once a name is chosen, it is recorded in the citadel archives and carved into the back of the Rhinotaur's horn. Throughout his life, a Rhinotaur may earn new honors which he can choose to use in place of his first honor name, but for official purposes, his first honor name is the only one that counts.
Here's the original version:
Rhinotaur
+2 Str, +2 Con
Medium, Monstrous humanoid
Speed 30
+4 Natural armor
Gore 1d8
Scent
Near sighted: - 2 to spot checks, +2 to listen checks
Resistance to fire 5
Powerful frame: Treat all armor as one class lighter (Heavy → Medium → Light → clothes) and gain +1 max dex bonus, -1 armor check penalty. +50% carrying capacity.
Languages: Common, Giant. Bonus languages: Draconic, sylvan, dwarven, elven, goblin.
Level Adjustment: +2
I came to the conclusion that a level adjustment of 2 was fair based on comparing it to a LA 1 race with the draconic template applied. The only thing that I'm unsure of is the powerful frame quality, as it is a bit more unique, but I think it also makes for a much more interesting character.
I also kicked around the idea of giving them a +2 bonus to intelligence, as a big strong animal that's smart would be a nice change of pace, but I thought it might be a bit too much.
Oh, and for the record, I'm well aware that his name doesn't actually make sense, but I figure that minotaurs in a world without minos make no sense to begin with, so why not just roll with it.