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New Ancestry: Rabbitfolk, Part 3—Feats

Updated: Nov 30, 2021

(Hey! If you're reading this, my rabbitfolk ancestry has levelled up! If you want more rabbitfolk goodies, you should check out Ancestries Unleashed: Rabbitfolk! This product includes everything you can find on my blog here, and includes new ancestry feats and items!)

Ancestries in Pathfinder Second Edition are more than just flavor, basic stats, and some heritages. The biggest and most exciting part of an ancestry is the ancestry feats! Let's take a look at some rabbitfolk feats.

Ancestry Feats

The following feats are available to rabbitfolk characters.

1st Level

Exceptional Ears Feat 1 Rabbitfolk Your hearing is extremely accurate. As long as you can hear normally, you can use the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate undetected creatures that you could hear within 30 feet with a Seek action.

Fast Feet Feat 1 Rabbitfolk You have a spring in your step. Your Speed increases by 5 feet.

Instinctive Dodge [free-action] Feat 1 Rabbitfolk Frequency once per day Trigger You fail a Reflex saving throw. Your instincts kick in to try to move you out of the way of danger. You can reroll the triggering check and use the better result.

Rabbitfolk Lore Feat 1 Rabbitfolk Your life among rabbitfolk has taught you how to navigate complex social structures and honed your instincts to avoid trouble at a moment’s notice. You gain the trained proficiency rank in Acrobatics and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Rabbitfolk Lore.

Rabbitfolk Weapon Familiarity Feat 1 Rabbitfolk You favor weapons that let you attack with quick strikes. You are trained with the hatchet, light hammer, sickle, shortsword, and starknife. In addition, you gain access to all uncommon rabbitfolk weapons. For you, martial rabbitfolk weapons are simple weapons and advanced rabbitfolk weapons are martial weapons.

Strong Teeth Feat 1 Rabbitfolk You have a formidable bite. You gain a jaws unarmed strike that deals 1d6 piercing damage. Your jaws are in the brawling group and have the agile, finesse, and unarmed traits.

5th Level

Anticipate Ambush [free-action] Feat 5 Rabbitfolk Trigger You roll initiative. You’ve learned to be ready for anything and begin to jump out of, or into, the fray at the first sign of danger. You Stride up to half your Speed.

Deadly Bite Feat 5 Rabbitfolk Prerequisites Strong Teeth or you have a jaws unarmed strike Your bite is especially dangerous. Your jaws Strike deals 1d4 persistent bleed damage on a critical hit.

Exceptional Leaps Feat 5 Rabbitfolk You can jump great distances. When you make a Long Jump, you can jump a distance up to 10 higher than your maximum Speed, though you still have to succeed at your Athletics check to successfully jump that far.

Honed Instincts Feat 5 Rabbitfolk Prerequisites Instinctive Dodge Your instincts help you out in all kinds of situations. You can trigger Instinctive Dodge when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Instinctive Dodge only once per day.

Rabbitfolk Weapon Precision Feat 5 Rabbitfolk Prerequisites Rabbitfolk Weapon Familiarity You know how to make the most of your weapons and your attacks can be especially harmful. Whenever you critically hit using a hatchet, light hammer, sickle, shortsword, starknife, or a rabbitfolk weapon, you apply the weapon’s critical specialization effect.

9th Level

Bounding Step [one-action] Feat 9 Rabbitfolk You make a few quick, guarded hops. You Step 5 feet twice.

Guiding Instincts Feat 9 Rabbitfolk Prerequisites Instinctive Dodge Your instincts help you spot danger and aim your attacks. You can use Instinctive Dodge twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.

Look Out! [reaction] Feat 9 Fortune, Manipulate, Rabbitfolk Frequency once per day Trigger An adjacent ally is about to attempt a saving throw. You recognize incoming danger and try to move your ally away from trouble. The triggering ally Steps and can roll twice and take the better result on the triggering saving throw.

13th Level

Great Leaper Feat 13 Rabbitfolk Your powerful legs allow you to jump great distances. You double the distance you travel when you Leap horizontally. When you make a Long Jump, you can jump a distance up to twice your Speed.

Rabbitfolk Weapon Expertise Feat 13 Rabbitfolk Prerequisites Rabbitfolk Weapon Familiarity Your quick reflexes blends with your combat skill, granting you an even greater control over rabbitfolk weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hatchet, light hammer, sickle, shortsword, starknife, and all rabbitfolk weapons in which you are trained.

17th Level

Battle Reflexes Feat 17 Rabbitfolk You move with an unmatched speed as you first enter combat. You are quickened for 1 round after rolling initiative. You can use this extra action to Step, Stride, or Strike.

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