Rhox
Rhox are a Rhino folk that do not originate from Tarana or any of the worlds in its associated cosmology, but have been brought over as a result of Tarana being an omniversal nexus. Rhox communities have been found and established in the Ashaven Plains, Janeshi Plateu, Savazani, and the Dahara Wastes of Makhet, as well as Jukatari, Abasara, Rangira, Garanba, and Hallok on Tarjin.
While there is no biological difference between the two, vast cultural differences have emerged as a result of being on different continents. The Rhox of Makhet have taken to being nomadic warrior-tribes, while the Rhox of Tarjin tend to be more ascetic and are seen as aloof among the other races.
Player's Guide to New Capenna V1
Rhox
ability score increase:
Choose one of: (a) Choose any +2; choose any other +1 (b) chooe three different +1
age:
Rhox reach adulthood in their early twenties and can live an average of 120 years.
alignment:
The Stoic Rhox of Tarjin are rarely evil, though they have an affinity towards self improvement that may drive them toward neutral spiritualism, lawful service, or evne chaotic vandalism. Comparitively, the Rhox of Makhet come in all alignments
Size:
Medium
speed:
30 feet
Languages:
You can read, write, and speak both the Common tongue and the Rhox language. The Rhox tongue is fluid and pragmatic, however words often carry subtle double meanings and actions use intricate conjugations. When written, it use syllabic runes that originate from the Celestial Alphabet.
race features:
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Horn. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Natural Armor. You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor,
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Horn. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Natural Armor. You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor,
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