Rabbit Folk, Race input.


Homebrew and House Rules

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So, I made a race of rabbit people, tell me what you all think. the only things not accepted are the it's already been done comments and non constructive criticism. looking for actually opinion's and thoughts.

RABBIT Folk
11 RP
Are an Energetic, community minded race. They come in many different varieties depending on location and environment. They are Incredibly acrobatic and able to move faster than most other races quite easily. Being naturally frail they prefer running and keeping their distance from enemies over fighting them directly. The Rabbit men have a natural gift for engineering, which they all use to help build their hillside homes and extensive tunnels.

Society
Family is an important part of their society, often families may consist of around 3 to 8 member in one generation alone. They are a peaceful, friendly society that generally stay away from conflict. Rabbit Folk families are often led their eldest members, these elders form a council with elders to make decisions for society. Communities are large in size, but few and far between. When with other races Rabbit folk try to act as a binding force, very few other races can bring themselves to hate or even dislike Rabbit folk; They know the value of teamwork and community.

Relations
Rabbit folk get along well with other races, very few find reasons to dislike them. Never the first to start conflict, however they will fight against those that try to oppress others like the Drow, Orcs, Gnolls, and hobgoblins. They try to give individuals of those races a chance before judging them however. They maintain a healthy relationship with other races whose territory they encroach upon accidentally, when the situation arises trading their services for more land. They love music, art and can be quite curious around new things.

Alignment and religion

Being a community minded, friendly race they love to debate and question the philosophies of other religions, not for arguing sake but out of legitimate interest. A majority of Rabbit folk are good natured and caring. They have no specific deities they follow, they are often encouraged by their elders to find one that suits them.

Adventurers
Rabbit folk adventuring are not as uncommon as one might initially believe, often the middle child of larger families will leave on journeys to make a name or just explore. Rabbit who joining temples and monasteries are quite common a their curious accepting nature, and willingness to learn and listen allow them to make great monks or clerics. The path of the Ranger, Hunter and Druid are another common path, often learning these skills from their parents. Their talents allows them to excel in many roles so long as that role doesn't involve being directly on the front line.

Humanoid (Racial sub type) 0RP

Humanoids breathe, eat, and sleep.

Small- 0RP

Small races gain a +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. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

Fast Speed- 40 ft 1RP

Standard- +2 to Dexterity, +2 to Wisdom, -2 constitution 0 RP
They possess keen senses and are extraordinarily agile but easily get sick and are fragile physically.

Language quality- Common, Rabbit-Folk 0 RP
Bonus languages: Sylvan, Elven, Gnome, Halfling, Celestial, Terran, Aquan

RACIAL QUALITIES

Skill Training- Knowledge Engineering, Acrobatics are always class skills for them. 1 RP

Jumper-Members of this race are always considered to have a running start when making Acrobatics checks to jump. 2 RP

Burrow- Member of this race gain a 2o ft burrow speed. 3 RP

Dark-vision- Members of this race can see 60 feet in the dark. 2 RP

Lunar Magics- Member of this race gain +1 to the DC of spells of with the Light and Good descriptors. In addition they receive +2 on Knowledge nature checks. 2 RP


I like it, it seems well thought out and decently balanced. I am curious what is behind lunar magics though. Is there some mythology that ties rabbits to the moon?


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MichaelCullen wrote:
I like it, it seems well thought out and decently balanced. I am curious what is behind lunar magics though. Is there some mythology that ties rabbits to the moon?

Yes actually, Asian, Aztec, Native American. there are quite a few myth's linking rabbits to the moon in mythology.


Seems decently balanced. Why Knowledge(engineering) as a class skill, though?


Cerberus Seven wrote:
Seems decently balanced. Why Knowledge(engineering) as a class skill, though?

The knowledge engineering is in response to how rabbits are actually some of the best builders n the animal kingdom, the tunnels they construct are incredibly complex and well built so that they can escape predators


Ammon Knight of Ragathiel wrote:
Cerberus Seven wrote:
Seems decently balanced. Why Knowledge(engineering) as a class skill, though?
The knowledge engineering is in response to how rabbits are actually some of the best builders n the animal kingdom, the tunnels they construct are incredibly complex and well built so that they can escape predators

This I did not know. Cool.


Cerberus Seven wrote:
Ammon Knight of Ragathiel wrote:
Cerberus Seven wrote:
Seems decently balanced. Why Knowledge(engineering) as a class skill, though?
The knowledge engineering is in response to how rabbits are actually some of the best builders n the animal kingdom, the tunnels they construct are incredibly complex and well built so that they can escape predators
This I did not know. Cool.

neither did i before i started researching actually.

Fun fact they can run about 45 miles per hour

Shadow Lodge

I have to admit as I read this I was picturing medium sized rabbit folk, kind of like the Easter bunny from Rise of the Guardians. Then I read the small size and went well duh, through the looking glass. I love it. I could see a group of adventurers out and about, running low on food, healing magic and what not, then they stumble upon a rabbit folk warren. And the adventure really begins. Now to roll up Alice.

Silver Crusade RPG Superstar Season 9 Top 32

Are they an exclusively male race? If not, rabbit "men" is a bit off. Why not "folk" like in your thread title?


I screwed the pooch on that one, I intended for it to be folk but am only now realizing i screwed up and typed men, my bad.


Cool! As my avatar suggests, I do like rabbits. There are a few things that seem a little off to me, though.
- Lunar Magic includes Good spells, but rabbits in myth and folklore lean more towards chaotic tricksters. (Brer Rabbit, El-Ahrairah, and various Native American and Aztec myths.) It's a little odd to see them tied to Good. Maybe give +1 CL to light spells and to spells cast by moonlight?
- Getting along with most other races and being well-liked all around is something of a surprise, given how rabbits tend to take up the resources in an area if not kept in check. At the very least, I would expect there to be a great deal of animosity between them and kobolds.
- Burrow speeds are really good. You might want to consider the ratfolk approach of tying it to a feat or feat chain, or keep the speed down to 10 or even 5 feet. Otherwise they could end up like Strix, and rarely seeing PC use. (Psychic casters can 5-foot step into the earth and buff in total safety, popping out once they're done.)


QuidEst wrote:

Cool! As my avatar suggests, I do like rabbits. There are a few things that seem a little off to me, though.

- Lunar Magic includes Good spells, but rabbits in myth and folklore lean more towards chaotic tricksters. (Brer Rabbit, El-Ahrairah, and various Native American and Aztec myths.) It's a little odd to see them tied to Good. Maybe give +1 CL to light spells and to spells cast by moonlight?
- Getting along with most other races and being well-liked all around is something of a surprise, given how rabbits tend to take up the resources in an area if not kept in check. At the very least, I would expect there to be a great deal of animosity between them and kobolds.
- Burrow speeds are really good. You might want to consider the ratfolk approach of tying it to a feat or feat chain, or keep the speed down to 10 or even 5 feet. Otherwise they could end up like Strix, and rarely seeing PC use. (Psychic casters can 5-foot step into the earth and buff in total safety, popping out once they're done.)

Good idea with the lunar magic, i shall edit and change that

i will reduce the burrow speed i'm not a big fan of racial feats or feat chains. I assumed a constitution penalty being as huge as it is would buff it out.

honestly, i was going with the everybody loves rabbits idea's cause they are adorable. they probably would dislike kobolds i just didn't want to write out every single race relation and overlooked them. I was trying to make a more good nice rabbit idea vs the trickster type. There are plenty of trickster rogue type races already wanted to write up something different

Lunar Magic- Plus 1 to DC with spells with the light descriptor and when casting in moonlight. Knowledge nature is a class skill.

Burrow Speed- reduced to 10 feet


Ammon Knight of Ragathiel wrote:

Good idea with the lunar magic, i shall edit and change that

i will reduce the burrow speed i'm not a big fan of racial feats or feat chains. I assumed a constitution penalty being as huge as it is would buff it out.

honestly, i was going with the everybody loves rabbits idea's cause they are adorable. they probably would dislike kobolds i just didn't want to write out every single race relation and overlooked them. I was trying to make a more good nice rabbit idea vs the trickster type. There are plenty of trickster rogue type races already wanted to write up something different

Lunar Magic- Plus 1 to DC with spells with the light descriptor and when casting in moonlight. Knowledge nature is a class skill.

Burrow Speed- reduced to 10 feet

As far as the relations go, saying that other races can't bring themselves to dislike them is a little Sue-ish. It doesn't matter if something is really cute; if it's the reason your people are going hungry or being displaced, you're going to dislike it. You could instead say that rabbit folk typically work hard to maintain good relations with others, or that they try to keep to themselves as much as possible.

For Lunar Magic, I would recommend +1 CL rather than +1 DC. A few reasons for that.
-Boosting DC is much stronger than boosting CL in general.
-Light descriptor spells rarely involve saves, so the benefit would be mostly for casting at night.
-Boosting DCs only helps offensive magic, not buffs, healing, or any of the other magic that you'd probably want associated with a nicer race. Boosting CL helps out buff duration and dispel difficulty. (Along with evocation damage, of course.)
-Pathfinder already has a little precedent for using the moon to boost CL, so it ties in nicely with that. (Moon Circlet comes to mind.)

Con penalties are unpleasant, but far less so on anything with a Dex bonus. I looked into burrow speed, and it seems that 1/4th fly speed is the exchange rate for spells. Fly grants 60 ft as a third level spell, and Burrow grants 15 ft (10 in medium/heavy armor) as a third level spell. (In fairness, I see Fly taken a lot more than Burrow.) So if you want to balance against something Paizo has done, I'd take a look at what Strix gets in addition to flight.


I disagree about the con penalty bit, it's a big hit in my opinion for any race. After much thought i have decided to put it at 15 ft, Strix have a fly speed of 60 feet without alternate racial traits, so i think this is fair.

I agree with the bit on the fluff and relations i will change that in the final copy, bit of a mistake on my part.

Lunar magic will up caster level by + 1 in moonlight.


Accounting:
Fast speed is 2 RP, since small creatures have base 20ft.
Lunar Magic is 2 RP for the skill bonus alone, so it should probably be 4RP (since it doesn't restrict the types of spells like Heavenborn for 3RP does, but it does restrict conditions.)
I came across Burrow in the race builder, and it does say 20ft there, which I take it is where you got the original from.

Of course, the race builder isn't that great at telling power, but that's what somebody will get if they add it up for themselves.


Small (0 RP): Small races gain a +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. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

i'm using the race builder rules and i would like to stick to those
according to this small races do not have an initial 20 ft speed, where did you get you information?

Lunar magic has since changed so i will update that, 3 rp seems fair with time constraints instead of spell constraints.

Burrow being at 20 ft as race builder says keeps it easier to keep track of, but if 15 is more in line with power than it fine.

if my math is correct with adjustments puts it at 13, 14 if you can provide a source or ruling saying all small creatures move 20 feet naturally

Shadow Lodge

Looks good! I would have been more inclined to give them a penalty to strength instead of constitution, though. In my homebrew there are several races with a similar niche, but I never thought about burrowing though. Any reason why Aquan one of the language choices? I would consider throwing in some sort of monster language in to balance it out.


Ah my reasoning for the Aquan is that it is in line with the moon theme's . the moon controls tides and well Aquan is water creatures


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I would love to see this added to a future bestiary.


Thank you, i didn't actually expect people to like this that much


QuidEst wrote:

Accounting:

Fast speed is 2 RP, since small creatures have base 20ft.

Sorry but you are wrong on that. Base speed is unrelated to size. All the core races have slow speed quality reducing their RP cost by 1.


Are there any alternate options you can trade your spell bonus out for? Perhaps an SLA?

Regular Pathfinder rabbits only have low-light vision.


If there was to be a alternate trait it wouldn't be for an SLA sorry. I wanted to get the base completed and fixed up before adding other traits, but for alternate traits i am still thinking


Ammon Knight of Ragathiel wrote:
If there was to be a alternate trait it wouldn't be for an SLA sorry. I wanted to get the base completed and fixed up before adding other traits, but for alternate traits i don't see a SLA in their future.

Perhaps Scent or a skill bonus?


they have plenty of skill bonuses but scent is a good idea in exchange for the Lunar Magic.

Some Rabbit folk don't possess the same connection to the moon and magics that others of their race have. instead their physical abilites are far more keen.

Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability . Alternate racial trait for Lunar Magic

I have one in mind for burrow as well, here it is.

Some Rabbit folk live in area's where digging isn't possible, however they are much faster than their digging kin.
Fleet-Footed (3 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks. Replaces Burrow as an Alternate Racial trait.


What could be non-magical but still lunar/hare related?

A minor point: I don't see burrows being constructions complex enough to warrant Knowledge (engineering) being a class skill if even dwarves don't get it. I'd go with something else in its place... Stealth maybe?

Shadow Lodge

Have you concidered the lucky traits, and possibly the sprinter trait?


the Queen's Raven wrote:
Have you concidered the lucky traits, and possibly the sprinter trait?

Seconded for lucky. Imagine all the fun you could have with a lucky rabbit-folk in your party.


Lucky would be too powerful as a main trait but i will see if it as a alternate trait could work. with seeing the seconded i'm willing to add it as an Alternate to Lunar Magic. I thought about it and it kind of works it gives a kind of magicky theme and well lucky rabbits foot.

Some Rabbit Folk possess little connection to the moon but have natural luck that protects them.
Lucky, Lesser (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 racial bonus on all saving throws. Alternate trait for Lunar Magic instead of Scent.

Stealth over knowledge engineering? they are already working with quite a bit of stealth bonuses from being small and having a DEX bonus. Maybe diplomacy instead.


Drejk wrote:
QuidEst wrote:

Accounting:

Fast speed is 2 RP, since small creatures have base 20ft.
Sorry but you are wrong on that. Base speed is unrelated to size. All the core races have slow speed quality reducing their RP cost by 1.

Ah, thanks! My mistake.


Ammon Knight of Ragathiel wrote:
Stealth over knowledge engineering? they are already working with quite a bit of stealth bonuses from being small and having a DEX bonus. Maybe diplomacy instead.

Tell that to a goblin.

Shadow Lodge

lucky comes in 2 great flavors, lesser, and greater. +1, or +2 on saves.


My Self wrote:
Ammon Knight of Ragathiel wrote:
Stealth over knowledge engineering? they are already working with quite a bit of stealth bonuses from being small and having a DEX bonus. Maybe diplomacy instead.
Tell that to a goblin.

That may be, but it's also one of the goblins "things" so to speak. This race should get it's own unique thing.

Maybe Knowledge Nature? Trading a knowledge for a knowledge.


K then Lucky lesser instead of Scent as a Lunar Magic ALternate RAcial TRait.

I am thinking Diplomacy or Knowledge Nature. they both could work.

I don't really see survival, rabbits don't track things they can see in the darkness and mainly use hearing not smell.


Green Smashomancer wrote:
My Self wrote:
Ammon Knight of Ragathiel wrote:
Stealth over knowledge engineering? they are already working with quite a bit of stealth bonuses from being small and having a DEX bonus. Maybe diplomacy instead.
Tell that to a goblin.

That may be, but it's also one of the goblins "things" so to speak. This race should get it's own unique thing.

Maybe Knowledge Nature? Trading a knowledge for a knowledge.

How about survival? That's the one you use to track scents and find your way around underground, no?

Shadow Lodge

Green Smashomancer wrote:
My Self wrote:
Ammon Knight of Ragathiel wrote:
Stealth over knowledge engineering? they are already working with quite a bit of stealth bonuses from being small and having a DEX bonus. Maybe diplomacy instead.
Tell that to a goblin.

That may be, but it's also one of the goblins "things" so to speak. This race should get it's own unique thing.

Maybe Knowledge Nature? Trading a knowledge for a knowledge.

How about knowledge religion? All this moon myth lore and all that.


the Queen's Raven wrote:
Green Smashomancer wrote:
My Self wrote:
Ammon Knight of Ragathiel wrote:
Stealth over knowledge engineering? they are already working with quite a bit of stealth bonuses from being small and having a DEX bonus. Maybe diplomacy instead.
Tell that to a goblin.

That may be, but it's also one of the goblins "things" so to speak. This race should get it's own unique thing.

Maybe Knowledge Nature? Trading a knowledge for a knowledge.

How about knowledge religion? All this moon myth lore and all that.

There's an idea. Holy bunny.


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Holy bunny...I have only one thought and it ends with a grenade.

with that thought knowledge religion, knowledge local handles legends and such does it not?

Shadow Lodge

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Rabbit folk homeland is Caerbannog.


Ammon Knight of Ragathiel wrote:

Lucky would be too powerful as a main trait but i will see if it as a alternate trait could work.

Stealth over knowledge engineering? they are already working with quite a bit of stealth bonuses from being small and having a DEX bonus. Maybe diplomacy instead.

That would certainly fit "everyone likes them or at least no one dislikes them".


K so Diplomacy cause it fits with people like them

Knowledge nature cause they are animals and have a connection to the moon which is part of nature


Ammon Knight of Ragathiel wrote:

Holy bunny...I have only one thought and it ends with a grenade.

with that thought knowledge religion, knowledge local handles legends and such does it not?

Local or history. Maybe Knowledge (history) and give them a strong interest in genealogy, both genuine and legendary genealogies of their mythic ancestors?

(Note: If you won't use that idea I will keep it for when I will be writing a new race. Heck, I might it use it in a new creation anyway)


I'm really not a fan of Skill Training, mostly because it is just so easy to get class skills in Pathfinder. Also, while I'm sure that engineering somehow plays into building bunny holes, I think a more rabbit-like feature for this race would be to give them a +2 bonus to Perception and Stealth. I might also replace Jumper with something else. Their high speed already gives them a bonus to jumping.


Jumper is staying, as an ability it makes them very good at jumping in combination with the rest of what they can do.

We are currently discussing skills so your suggestion of Perception is welcome. Rabbits have big ears which are for hearing so it makes sense. Stealth i'd like to avoid as their are already a lot of races with it, i kind of want to make this a bit different skills wise. work with other Rabbit like things.

Current Skills on the table

Perception
Knowledge History
Knowledge Nature
Diplomacy

Shadow Lodge

keen senses trait maybe?


the Queen's Raven wrote:
keen senses trait maybe?

Could Work

I gave some thought to it, I really started liking giving them Knowledge History. As such knowledge Engineering will be replaced by the History Bonus


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My good buddy made this one, and our mutual friend made some awesome artwork for it.

Link Here


I like history better than engineering. You could say that oral history is part of their family-centric nature.

I know Jumper is thematically fitting, but I question the expenditure of RP when you already have speed. It's all good.


I personally like jumper, but if anyone can find something that interests me more i will consider replacing it


Jumper is fine. You might downgrade Darkvision to Low-Light Vision. After all, they do get bonuses with light spells, and the animal races also tend to not have full-out Darkvision.

I'd probably do Perform for the other class skill. (You often get one adventuring skill plus one background skill.) Or just drop it altogether, and add the class skill bit to Jumper.

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