They came from the mist
Rinopian’s have acses to the fallowing classes/ Paladin (special Rinopians may not chose to have a mount), cleric, monk, inquisitor
Rinopians are a proud Honorable race. there land is very peaceful. Rinopians often work under Peace Keepers protecting the land. they above all races are always willing to help others in need.
Monstrous Humanoid (3 RP)
Monstrous humanoids are similar to humanoids, but
have monstrous or animalistic features. They often have
magical abilities as well. A monstrous humanoid race has
the following features.
• Monstrous humanoids have the darkvision 60 feet
• Monstrous humanoids breathe, eat, and sleep.
Large (7 RP): Prerequisite: Humanoids taking this
quality must have the giant subtype; Benefit: Large
creatures gain a +2 size bonus to Strength and a –2 size
penalty to Dexterity. Large races take a –1 size penalty
to their AC, a –1 size penalty on attack rolls, a +1 bonus
on combat maneuver checks and to their CMD, and a –4
size penalty on Stealth checks. A Large creature takes up
a space that is 10 feet by 10 feet and has a reach of 5 feet.
Standard (0 RP): Members of this race gain a +2 bonus to
one physical ability score, a +2 bonus to one mental ability
score, and a –2 penalty to any other ability score this is to be applied +2 con +2 wis -2 int
Quadruped (2 RP): Prerequisites: Any type except humanoid,
Large size, normal speed; Benefit: Members of this race possess
four legs and two arms, granting them a +4 racial bonus to
CMD against trip attempts and a +10 foot bonus to their
base speed. In addition, members of this race use weapons
and armor as if they were Medium (instead of Large).
Damage Reduction (4 RP; see special): Prerequisites: None;
Benefit: Members of this race gain DR 5/magic.
Sprinter (1 RP): Prerequisite: Normal speed; Benefit:
Members of this race gain a +10 foot racial bonus to their
speed when using the charge, run, or withdraw actions.
Stubborn (2 RP): Prerequisites: None; Benefit: Members
of this race gain a +2 racial bonus on Will saving throws
to resist spells and spell-like abilities of the enchantment
(charm) and enchantment (compulsion) subschools.
In addition, if a member of this race fails such a save, it
receives another save 1 round later to prematurely end
the effect (assuming the spell or spell-like ability has a
duration greater than 1 round). This second save is made
at the same DC as the first. If the member of the race has
a similar ability from another source (such as a rogue’s
slippery mind class feature), it can only use one of these
abilities per round, but can try the other on the second
round if the first reroll ability fails.
Improved Natural Armor (1 RP): Prerequisite: Natural
armor racial trait; Benefit: Members of this race gain a
+1 natural armor bonus.