As a Collective race, rabbit people from the shattered worlds refer to themselves as the leporine. Some, like the lagomorphs of the Kingdom, take on different elemental properties as they cross planes, interacting with exotic magic and power. Others, like fantasian leporines, are more human than rabbit. Regardless of their heritage, the race remains identifiable not only because of their general appearance, but also because of their general outlook on life and propagation.
Physical Description: Leporines are typically anthropomorphic rabbits. Different cultures and variations of the race may have standing or floppy ears, different colored fur, and longer or shorter fur. Some even have dangerously strong teeth. All leporines have powerful legs.
Society: Leporines have an interesting society when compared to the standards of most races. A borough typically consists of between 4 and 8 large families who govern themselves independently while adhering to the law of the land only when they must involve outsiders. A single elder, typically female, guides the borough in all matters, from care for the young, to food rationing when necessary, to declaration of war. The elder’s mate, male or female, is often seen as the spiritual leader of the community.
Relations: Leporines get along well with most races, although hostilities have naturally risen with other animalistic races such as canites, catfolk, and even myriad draconic races. On some worlds, humans and other savage races enchant the feet of leporines they have killed to grant them luck, health, and swiftness in battle.
Alignment and Religion: While their society has a distinct structure, individual leporines lean more toward a chaotic nature. Whether this makes them good or evil depends on the leporine. Each borough’s spiritual leader maintains the religious viewpoint of his or her people, but those who live there are only required to respect this stance. They do not have to follow it themselves.
Adventurers: A leporine will leave its borough for its own reasons, although most just want to see and experience the world for themselves. The race typically has no patience for following paths that take years of dedication to learn, so easy-to-understand combat techniques such as those taught to fighters, rogues, and the like are preferred. The most common spellcasters among leporines are bards, oracles, and sorcerers, since those gifts are inborn and require only basic understanding to begin training in.
Male Names: Achilios, Adonis, Flavian, Mikhos, Zacheus
Female Names: Adonia, Athena, Diona, Lucia, Panthea
|18 years||+1d6 years
(19 – 24 years)
(20 – 30 years)
(21 – 36 years)
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, trainers, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4 ft. 2 in.||+2d8 in.||68 lbs.||+(2d8×2 lbs.)|
|Female||4 ft. 0 in.||+2d8 in.||68 lbs.||+(2d8×2 lbs.)|
Lepoirines usually have the following racial traits.
- Ability Score Modifiers: Leporines are graceful and incredibly perceptive, but not as strong as other races. They gain +2 Dexterity, +2 Wisdom, –2 Strength.
- Type: Leporines are humanoids with rabbitfolk subtype.
- Medium: Leporines are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Leporines have a base speed of 30 feet.
- Languages: Leporine begin play speaking Common and Sylvan. Leporines with high Intelligence scores can choose Dwarven, Elven, Gnome, and Undercommon.
- Lucky: Leporines gain a +1 racial bonus on all saving throws.
- Keen Hearing: Leporines receive a +2 racial bonus on Perception checks. This increases to +4 against creatures attempting to move silently.
- Burrow: Leporines have a burrow speed of 20 feet.
- Jumper: Leporines are always considered to have a running start when making Acrobatics checks to jump.
- Swarming: Leporines are used to living and fighting communally with other members of their race. Up to two leporines can share the same square at the same time. If two leporines that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
- Low-Light Vision: Leporines can see twice as far as humans in conditions of dim light.
Leporine Singleborn: Occasionally, a leporine will have only one surviving child in a litter. These singleborn, as they are known, grow up tougher than other leporines, and they lack some of the social talents learned by them. They gain +2 Dexterity, +2 Wisdom. This alters the leporine’s ability scores and replaces swarming. Source: BoMT V3.
Dezirvix: Coming soon. Source: BoMT V3.
The leporines who live on the worlds of Fantas tend to have more humanoid features. Like other leporines, their warriors are often female, while the males are responsible for creating shelters and scavenging or growing food.
Fantasian leporines are more in touch with their spiritual side, even gaining unique talents related to the dead and undead of their worlds.
- Deathless Spirit: Fantasian leporines gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This replaces swarming.
- Spirit Caller: Fantasian leporines’ hearing is so good, they can even hear and pinpoint creatures on the ethereal plane as if they were on the same plane. This doesn’t allow the leporine to communicate with a creature on the ethereal plane unless that creature can perceive the leporine as well. A leporine with a 13 or higher Charisma can also cast speak with dead once per day as a spell-like-ability. This replaces keen hearing.
In the Kingdom of Eldura, the monsters known as lagomorphs are regularly hunted by human and fellow monster alike to keep their population under control. The surviving key runes sometimes travel to a henge tied to their planar existence to become pronolagus monsters, while others remain as wild kenas, kylvas, and other elemental beasts. Occasionally, one of these monsters will become a monstorin, taking on humanoid traits and intelligence and becoming a race unto itself.
Rifts opening into the Kingdom have given lagomorphs an opportunity to save more of their kind. Most become monstorin as they make the transition and seek out homes where they can begin a new life as a humanoid creature, free to live without fear of being hunted.
Each lagomorph can only belong to up to one of the following runes.
- Earth Rune (Kena): Kena lagomorphs are rock-like in appearance, always dusty. The can be quite stubborn. They have a base speed of 20 feet, and their speed is never modified by armor or encumbrance. They also gain a +1 natural armor. This alters the leporine’s movement and replaces swarming.
- Fairy Rune (Dira): Dira lagomorphs have a pair of semi-functional butterfly wings that balance them out and make them particularly beautiful. They gain +2 Dexterity, +2 Charisma, –2 Strength. A dira’s wings also grant it spell resistance equal to 11 + its character level. This alters the leporine’s ability scores and replaces its burrow speed.
- Fire Rune (Kylva): Kylva lagomorphs are usually red or orange in color. They are not as attentive as others, but their fiery disposition can make them welcome allies in combat. Kylvas gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any). A kylva can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This replaces swarming.
- Ice Rune (Isa): Isa lagomorphs have fur in shades of blue and white. They take their time when interacting with most, and generally prefer to avoid conflict when able. Isan gain fast healing 2 for 1 round anytime they take cold damage (whether or not this damage overcomes their cold resistance, if any). An isa can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This replaces swarming.
- Light Rune (Daga): Daga lagomorphs have golden fur that crackles with static. They are not as impatient as kylvas, but always have an energy about them, even when others would give up. They gain fast healing 2 for 1 round anytime they take electricity damage (whether or not this damage overcomes their electricity resistance, if any). A daga can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This replaces swarming.
- Mind Rune (Manna): Manna lagomorphs have sleek fur that cascades between blue and light purple in tone. They are the calmest of lagomorphs, gaining fast healing 2 for 1 round anytime they take damage from psychic spells or attacks (whether or not this damage overcomes their resistance, if any). A manna can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This replaces swarming.
- Plant Rune (Lauka): A lauka lagomorph’s ears look like large leaves, and they have curved horns on their heads that can be used as an secondary slam attack that deals 1d6 bludgeoning damage with a x3 critical. Their bonus for keen hearing never increases above +2, but they have pass without trace as a constant spell-like ability (caster level 2nd) and gain a +4 racial bonus on Stealth checks in forests. This alters keen hearing and replaces swarming.
- Poison Rune (Ihwa): With purple fur so dark as to appear black, ihwa lagomorphs are more cunning and dangerous than their cousins. They gain +2 Constitution, +2 Intelligence, –2 Strength, and a racial bonus on saving throws against poison effects equal to their character level. This alters the leporine’s ability scores and replaces swarming.
- Water Rune (Laga): A laga’s fur is patterned blue and green like the waters of their homelands. When the lagomorph sets its mind to something, it sees it through or dies trying. Lagas gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. . A laga can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This replaces swarming.
The following options are available to all leporine characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. In addition, an elfling can pick any elf or halfling favored class bonus.
- Any Class: The leporine chooses one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds +1/5 of her Dexterity modifier instead of her Strength modifier to the damage roll (this has no benefit until she chooses it 5 times for the same weapon).
- Accelerist: The accelerist adds Bluff or Knowledge (arcana) to its list of class skills, or gains a +1/2 bonus to either skill.
- Bard: When using a bardic performance, the bard also increases the movement speed of one ally who gains its benefits by +1 foot. This has no effect until the bard chooses it at least 5 times. The bard can divide this benefit up between her allies in 5-ft. increments.
- Convoker: The leporine’s avatar gains a +1 bonus on Acrobatics checks made to jump.
- Darkseeker: Gain +1/6 of a seeker talent.
- Ninja: Add +1 hit point to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
- Rogue: Gain the all classes benefit above, but applied to a thrown weapon within 30 feet of a target.
- Sorcerer: Choose an element and a bloodline power from the elemental bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/2 higher (to a maximum of +4) when determining the effects of that power. Kena lagomorphs must choose earth, kylva fire, daga air, and laga water.
- Oracle: Add one spell known from the wizard’s abjuration school spell list. This spell must be at least one level below the highest spell level the oracle can cast. That spell is treated as one level higher unless it is also on the oracle spell list.
- Priest of Volwryn: Add one spell known from the wizard’s abjuration school spell list. This spell must be at least one level below the highest spell level the oracle can cast. That spell is treated as one level higher unless it is also on the oracle spell list.
Leporine have access to the following option.
Toxoti (Class Feat and Talent Option)
The toxoti are an elite group of leporine archers who learn their talents in addition to their other abilities. When a leporine would gain a bonus feat or talent for her class, she can instead choose from the list of ranger archery combat style feats, acting as a ranger of her character level. Once she has chosen such a feat, she cannot choose another in this way for a minimum of 4 character levels.
The Book of Many Things Volume 2: Shattered Worlds, © 2018-19,Samurai Sheepdog; author Kevin Glusing.
Mystical: Kingdom of Monsters, © 2015-19, Northwinter Press; author Kevin Glusing.