
Slim Jim |
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They've been done before, but I thought I'd give it a shot....
Rabbitfolk and Rabbitfolk Warriors
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Rabbitfolk
Physical Description: Rabbitfolk are small, skittish, mainly nocturnal quadrupeds native to grasslands and other terrain with edible low vegetation. What magics first awakened them to sentience no one knows.
Standard Racial Traits
* Ability Score Racial Traits: Rabbitfolk are curious and excitable, but their small stature leaves them weaker than most humanoid races. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
* Size: Rabbitfolk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
* Type: Rabbitfolk are magical beasts with the (augmented animal) subtype.
* Base Speed (Slow Speed): Rabbitfolk have a base speed of 20 feet, burrow 1 ft.
* Languages: Rabbitfolk begin play speaking Common and Rabbit. Rabbitfolk with high Intelligence scores can choose from the following: Elven, Sylvan, Gnome, and Halfling. See the Linguistics skill page for more information about these languages.
* Pawed: Rabbitfolk do not have opposable thumbs, and cannot properly grip objects (such as weapons) designed for use by humanoid hands. They can manipulate objects only with patient concentration. The time required to complete actions involving objects (such as donning armor, buckling belts, or casting spells with component or focus requirements) is doubled. Items that can be easily worn, such as necklaces and shirts, can be donned and removed at normal rates provided they are already easily accessible. Activities requiring fine motor control and manipulation (such as Disable Device, Slight of Hand, Professions and Crafting involving tools, or dexterity checks to avoid making a mess while eating with humanoid utensils, etc) are made at -5.
Offensive Racial Traits
* Toothy: Rabbitfolk graze with large blunt teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of bludgeoning damage.
Defense Racial Traits
* Craven: (This is identical to the Halfling alternative racial trait.)
* Defensive Kick: As an opposed check, Rabbitfolk can kick as an Immediate action to avoid being grappled, ignoring size difference penalties and doubling their strength bonus on an attack roll at their highest BAB. If the roll is higher than the grappler's attack roll, they are not grappled and leap up to 10 feet away without provoking, and the opponent takes the damage as non-lethal bludgeoning.
* Rabbitfolk Luck: Rabbitfolk receive a +1 racial bonus on all saving throws.
* Wary: Rabbitfolk receive Uncanny Dodge as a bonus ability, per the Rogue class. (This becomes Improved Uncanny Dodge when Uncanny Dodge is acquired from class levels.)
* Zigzag Escape: When Rabbitfolk are running or withdrawing, they can make up to two turns of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. Allied creatures and flatfooted foes do not impede this movement, but they cannot end their move in another creature's space.
Feat and Skill Racial Traits
* Big-eared: Rabbitfolk receive a +4 racial bonus to auditory Perception checks.
* Bounder: Rabbitfolk receive Run as a bonus racial feat, receive a +2 racial bonus to Acrobatics and a +4 bonus on Jump checks, but are -4 to Climb checks.
* Furred: Rabbitfolk are more comfortable in chilly weather than humans, but less comfortable in heat. Environmental Rules effects are one step more lenient or harsh, accordingly. (If shaved, a Rabbitfolk's pelt takes one month to grow back naturally.)
* Herbivorous: Rabbitfolk do not need to make Survival checks for food in forests and grasslands.
Magical Racial Traits
* Burrowkin: Rabbitfolk with Charisma scores of 11 or higher are able to speak with animals as an at-will supernatural ability. This applies only to burrowing animals and large-size or smaller herbivorous or omnivorous animals native to forests and plains, such as bears, badgers, deer, squirrels, and mice.
Senses Racial Traits
* Darkvision: Rabbitfolk can see perfectly in the dark up to 60 feet.
* Low-light vision: Rabbitfolk can see twice as far as humans in conditions of dim light.
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Rabbitfolk Warrior
Physical Description: Approximately one in a dozen Rabbitfolk is larger and more humanoid in appearance. Their hind legs aren't quite as long, their senses are not quite as acute, their eyes face forward, and their front paws have opposable thumbs. Rabbitfolk Warriors guard the warrens during the day while other Rabbitfolk are asleep.
Standard Racial Traits
* Ability Score Racial Traits: Rabbitfolk Warriors are nimble and tough, but not too bright. They gain +2 Dexterity, +2 Constitution, and –2 Intelligence.
* Size: Rabbitfolk Warriors are Medium creatures and thus receive no bonuses or penalties due to their size.
* Type: Rabbitfolk are magical beasts with the (augmented animal) subtype.
* Base Speed: Rabbitfolk have a base speed of 30 feet.
* Upright: Rabbitfolk Warriors are capable of movement on their hind legs.
* Languages: Rabbitfolk begin play speaking Common and Rabbit. Rabbitfolk with high Intelligence scores can choose from the following: Elven, Sylvan, Gnome, and Halfling. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
* Furred: Rabbitfolk Warriors are more comfortable in chilly weather than humans, but less comfortable in heat. Environmental Rules effects are one step more lenient or harsh accordingly. (If shaved, a Rabbitfolk's pelt takes one month to grow back naturally.)
* Herbivorous: Rabbitfolk Warriors do not need to make Survival checks for food in forests and grasslands.
Defense Racial Traits
* Jumper: Rabbitfolk Warriors receive a +4 bonus on Jump checks
* Wary: Rabbitfolk Warriors receive Uncanny Dodge as a bonus ability, per the Rogue class. (This becomes Improved Uncanny Dodge when Uncanny Dodge is acquired from class levels.)
Offensive Racial Traits
* Toothy: Rabbitfolk Warriors have almost comically large blunt teeth, granting a bite attack. This is a primary natural attack that deals 1d6 points of bludgeoning damage.
* Zigzag Charge: When Rabbitfolk Warriors use the charge action, they can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. They may make an attack during any part of this move. Their total movement for the round can’t exceed double their speed. Allied creatures do not impede their charge, but they cannot attack from or end their move in an ally’s space.

Meirril |
As written, I'd want them to have +2 or +3 racial levels cost. Let me give the reasons:
1: Type! This is a big advantage. Immunity to spells that target humanoids is much better than weakness to animal spells.
1: Wary: too powerful for a racial trait. You'll see so many casters made with either race. Change it to 'only when the character takes the total defense, escape or run action' and it seems more reasonable.
1: Their stat block is awfully generous. Accounting for everything else they get (other than Wary and the creature type) its worth +1 racial level. Make the stats -2 A, +2 (B or C) and it would be acceptable to call it no modifier. Well, or still +1. They have a lot of choices.
Clarify what they get for free, and what they have to trade out to get other racial abilities (and what can be picked up for a trait. That shouldn't be as good as a feat!). What you've written I can't tell if its free with the race, or not.

Slim Jim |

As written, I'd want them to have +2 or +3 racial levels cost. Let me give the reasons: 1: Type! This is a big advantage. Immunity to spells that target humanoids is much better than weakness to animal spells.
Effects that target humanoids usually also have to target a subclass --and it'll be annoying for the GM to have to revamp everything to introduce a new type of humanoid just so some type-specific spells and class abilities (such as Favored Enemy) can affect them. Besides, the base version isn't humanoid anyway; it's a quadruped.
I've given them the creature type normally associated with an Awakened animal, which is Magic Beast ((augmented animal).
1: Wary: too powerful for a racial trait. You'll see so many casters made with either race. Change it to 'only when the character takes the total defense, escape or run action' and it seems more reasonable.It's more than offset by the lack of hands with opposable thumbs. Druids with Natural Spell are most applicable, but they're already well suited to just shrinking into a mosquito and evading combat entirely. Arcanists walk around Invisible or phone it in via projection high level, and they don't care either. Archer-clerics would like it...if they could hold a bow and weren't small.
Their stat block is awfully generous. Accounting for everything else they get (other than Wary and the creature type) its worth +1 racial level. Make the stats -2 A, +2 (B or C) and it would be acceptable to call it no modifier. Well, or still +1. They have a lot of choices.Paizo races are invariably either +2 to one stat, or +2 to two and -2 to one.
Clarify what they get for free, and what they have to trade out to get other racial abilities (and what can be picked up for a trait. That shouldn't be as good as a feat!). What you've written I can't tell if its free with the race, or not.
They don't "trade out" anything (i.e., in the case of Craven, if that's what you're referring to) because they never had anything to start with, and there aren't any traits written for them because they're new. (Well, the ones I made are new.)
Rabbitfolk Warriors are not a modification or advanced template of Rabbitfolk, they're just different. What either of them get it is what's in their own section. There are no "alternative" racial traits at this time.

SorrySleeping |

Isn't the point of a race like this so you don't have to play with a major handicap like not being able to wield any weapon? This seems made for a Shifter or other natural attack build that doesn't care about manmade weapons and gets the bonus of not being a humanoid.
The lack of fine motor skills also begs the question, can these little guys cast any spells with somatic components?
Also RabbitWarrior ability score is messed up. The normal Paizo scores are +2 Physical, +2 Mental, -2 random. I'd switch the Con boost over to Wisdom.
Overall, Wary is too powerful and there are way too many bonuses going on.

Slim Jim |

Isn't the point of a race like this so you don't have to play with a major handicap like not being able to wield any weapon?Then play the Rabbitfolk Warrior. --That's why I made two templates.
The lack of fine motor skills also begs the question, can these little guys cast any spells with somatic components?Casting time is doubled.
Also Rabbit Warrior ability score is messed up. The normal Paizo scores are +2 Physical, +2 Mental, -2 random. I'd switch the Con boost over to Wisdom.I'd rather give them a few more hitpoints than a better will save and better Perception check.
Overall, Wary is too powerful and there are way too many bonuses going on.
You think so? ...Uncanny Dodge is the one thing that it seems like every decent barbarian and rogue archetype gets rid of, and the players taking them don't seem to mind its absence. (It's a more useful ability if if you have low-dex/lousy-initiative than if you have a good dex score.)

Meirril |
I had a rather rude surprise in Iron Gods. 12 rocket launchers. Made every saving throw, and still nearly died to the second salvo. Guess who didn't care? Gunslinger with Uncanny Dodge. Most GMs aren't going to use 6th level sorcerers as fodder, but occasionally you get a rude surprise. Uncanny Dodge is worth its weight whenever anything throws a maxamized 10d6 (or 15d6) attack.
As written you'll see a lot of classes without Uncanny Dodge written up with both races. The pure rabbit version begs for psychic classes, kinetisists, and other classes that don't care about its downsides. I really can't see the warriors being popular other than in a campaign where you must be one of the 2 races. It might be good for an archerer build, but I think most would go with human since the archer build depends more on feats than raw stats, though you might get a few for the uncanny dodge trait.

Slim Jim |

There's already a humanoid rabbitfolk in the homebrew archives. I just made something a little different.
The pure rabbit version begs for psychic classes, kinetisists, and other classes that don't care about its downsides.OPAF psionic builds have far better racial chassis options than a homebrew race with zero racial feat, trait, and item options awaiting in published literature. For instance Dwarf to pick up Steel Soul and Glory of Old for stratospheric saving-throws. Or a goblin who INIT-roll-ready-action-morphs down into a gnat and is basically unnoticeable the entire combat while his spells poof into existence from who knows where the heck while enjoying a higher Dex than a Rabbitfolk will.
I really can't see the warriors being popular other than in a campaign where you must be one of the 2 races.Zigzag Charge is pretty dang good if you're a pouncer with a Dex bump who relies on CaGM AoOs in the following round. (A Raging Leaper build would be hilarious bouncing all over the place.)
It might be good for an archer build, but I think most would go with human since the archer build depends more on feats than raw stats,I think human is the most overrated race in the game. By the time your character has ten feats, you're effectively trading away all the goodness that comes from being another race for what is effectively the least valuable feat (because if you had a non-human build with nine feats, the tenth that you forfeited would be the least necessary to the concept.)
...though you might get a few for the uncanny dodge trait.
In any event, I'm pleased to see that some respondents are thinking Rabbitfolk are getting maybe a little too much, and some others thing they're a little too weak. Which strikes me as "balanced it just right".