Ani-Men, Rabbitman (3.5e Race)
From D&D Wiki
Rabbits, especially their feet, are said to be a symbol of luck, and rabbitfolk love perpetuating that stereotype. In fact, rabbitfolk love games of luck, including dice and cards, and will gladly ante a large sum of money to dissuade his "prey". When away from the tables, rabbitfolk are often the center of attention at the other various night spots. Despite the attenton they get, rabbitfolk are not vain. They simply have a natural ability to draw others to them.
Rabbitfolk are very small folk. They are usually 3' 4" or 3' 5" and weigh about 50 pounds, with the females being about the same. Rabbitfolk are known for having buck-teeth that is easily visible when they open their mouths, and their body hair is usually snow white or a deep black. They have large, rabbit-like ears, large eyes and small noses, but their heads retain some semblance of a human shape.
Rabbitfolk live fairly long lives. They become adults at age 18, but few live more than 150 years.
Like the monkey-man, rabbit-men can bond with several races, but can do it more easily. Aside from humans, rabbit-men form lasting friendships with elves and halflings. They also have an uncanny knack for bonding with dwarves, despite their sour nature. Rabbit-men are often welcome company to half-elves and half-orcs, as well.
One most expects a rabbitfolk to be neutral good or neutral, though neutral is a bit more common. They have few qualms about breaking the law, but they often do so out of need rather than a drive for personal freedom. If they do have a moral center, it most often stems from a desire to help or assist. Though evil rabbit-men are not rare, they are not seen often.
As with the other ani-men, rabbit-men do not claim any land as their own. However, those with an itch for cards, dice, or roulette will easily find a rabbit-man at a local game house. One might also find a rabbit-man at the arena, placing their bets on the gladiators in the ring.
Rabbit-men are believers in luck, not fate. Of course, that does not mean they are completely agnostic, as some do become clerics or followers of Pelor. This deity is the one most often worshipped by rabbit-men, and seeing them pray to other gods is very rare.
Rabbitfolk speak Common, and they can learn from a decent list of extra languages.
Rabbitfolk are fundamentally human, so they take human names.
- +2 Charisma, -2 Constitution: Rabbitfolk make friends easily, but are physically frail.
- Humanoid: Rabbitfolk have rabbit ears and white or black body hair, but still look like small humans.
- Small: As a Small creature, a rabbitfolk gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- The rabbitfolk’s base land speed is 30 feet.
- Cunning Linguist (Ex): Diplomacy is always in-class for a rabbitfolk.
- Rabbit’s Foot (Ex): Rabbitfolk gain a bonus Luck feat at 1st level, as it said that a rabbit’s foot brings good luck.
- Automatic Languages: Common.
- Bonus Languages: Celestial, Dwarven, Giant, Halfling, Sylvan
- Favored Class: Bard. A multiclass rabbit-man’s bard class does not count when determining whether he takes an experience point penalty for multiclassing. Rabbit-men are excellent speakers and story-tellers.
|Middle Age1||Old2||Venerable3||Maximum Age|
|45 years||80 years||115 years||+2d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2' 10"||+2d6||45 lbs.||× (1) lb.|
|Female||2' 7"||+2d6||35 lbs.||× (1) lb.|