Mousefinder

A mix of the Mouse Guard setting using Pathfinder rules.

The story focuses on a colony of intelligent mice, who live in a medieval era, paralleling the same age in human history, though in their world there are no humans.

The mice struggle to live safely and prosper among all of the world’s harsh conditions and predators. Thus the Mouse Guard was formed. After persevering against a weasel warlord in the winter war of 1149, the territories are no longer as troubled. True, the day to day dangers exist, but no longer are the Guard soldiers, instead they are escorts, pathfinders, weather watchers, scouts and body guards for the mice who live among the territories. Many skills are necessary for the guard to keep the borders safe. They must find new safeways and paths from village to village, lead shipments of goods from one town to another and, in case of attack, guard against all evil and harm to their territories. 

‘Hail all those who are able, any mouse can, any mouse will, but the Guard prevail’

Typical Names - Anglo-Saxon, Irish, Scottish, Manx, Welsh or Teutonic.

Age - 18

Fur Color (roll 3d6 or choose)

3-5 Red

6-11 Brown

12-15 Gray

16-18 Black

Home (roll 3d6)

3-4 Barkstone

   Skills: Healer, Mentor, Pathfinder 

   Traits: Calm, Quiet

5-6 Copperwood

   Skills: Armorer, Laborer, Stonemason 

   Traits: Cunning, Fiery

7-8 Elmoss

   Skills: Cartographer, Scholar, Theologian 

   Traits: Defender, Scarred

9-10 Ivydale

   Skills: Alchemist, Lore Master, Scholar 

   Traits: Skeptical, Thoughtful

11-12 Lockhaven

   Skills: Cartographer, Pathfinder, Rider

   Traits: Foolhardy, Scarred

13-14 Port Sumac

   Skills: Haggler, Sailor, Steward 

   Traits: Extravagant, Jaded

15-16 Shaleburrow

   Skills: Carpenter, Peasant, Weaver 

   Traits: Early Riser, Rough Hands

17-18 Sprucetuck

   Skills: Cook, Haggler, Rider 

   Traits: Foolhardy, Quick-Witted

Parents - (roll 1d100 for each). 

01 Administrator

02-05 Apiarist (a specialist who raises bees and harvests honey and wax)

06 Archivist

07-08 Armorer

09-13 Baker

14 Boat Crafter

15-17 Brewer

18-22 Carpenter

23-24 Cartographer

25-26 Cook

27-28 Fighter

29 Glazier

30-45 Harvester 

46-48 Healer

49-55 Hunter

56-60 Insectrist (trains and uses insects)  

61-62 Instructor

63-75 Laborer    

76 Loremouse  

77 Militarist

78-80 Miller

81 Orator

82-84 Pathfinder  

85-87 Potter

88 Scientist

89-90 Scout

91-92 Smith

93-95 Stonemason

96 Survivalist   

97 Weather Watcher

98-100 Weaver 

Senior Artisan - The first two seasons in the Guard are spent apprenticed to an artisan in Lockhaven (roll 1d20).

1 Administrator

2 Apiarist (a specialist who raises bees and harvests honey and wax)

3 Archivist

4 Armorer

5 Carpenter

6 Cartographer

7 Cook

8 Fighter

9 Healer

10 Hunter

11 Insectrist (trains and uses insects)

12 Loremouse

13 Militarist

14 Orator

15 Pathfinder

16 Scientist

17 Scout

18 Smith

19 Stonemason

20 Weather Watcher

Friend or Ally - Make one up (roll on the parent or artisan chart)

Enemy or Rival - (roll 1d20)

1 Apiarist 

2 Archivist

3 Armorer

4 Brewer

5 Carpenter

6 Cartographer

7 Cook

8 Fighter 

9 Harvester 

10 Healer

11 Hunter

12 Insectrist

13 Laborer 

14 Militarist

15 Orator

16 Pathfinder 

17 Scout

18 Smith 

19 Stonemason 

20 Survivalist 

Mentor - After the apprenticeship the tenderpaw is assigned to a guardmouse for a few seasons.

Guard Rank - You are a guardmouse. There are five ranks: tenderpaw, guardmouse, patrol guard, patrol leader and guard captain.

Cloak Color is assigned by your mentor (Chaotic Neutral - Red, Good - Royal Blue, Neutral - Brown, Lawful Neutral - Green).

Inherent Abilities - Mice receive a +2 racial bonus to Escape, Climb, Stealth and Survival skill checks.

Traits - You can trade one of your starting Traits for a random one. (roll 1d100)

01-05 Alert

06 Bigpaw

07 Bitter

08 Bodyguard

09 Bold

10 Brave

11 Calm

12 Clever

13 Compassionate

14 Cunning

15 Curious

16 Deep Ear

17 Defender

18 Determined

19 Driven

20 Early Riser

21 Extrovert

22 Fat

23-25 Fearful

26 Fearless

27 Fiery

28 Generous

29-30 Graceful

31 Guard's Oath

32 Innocent

33 Jaded

34 Leader

35-36 Longtail

37 Lost

38 Natural Bearings

39-44 Nimble

45-60 Nocturnal

61 Oldfur

62 Quick-Witted

63-70 Quiet

71-74 Scarred

75-80 Sharp-Eyed

81 Sharptooth

82-83 Short

84-86 Skeptical

87-88 Skinny

89 Stoic

90 Stubborn

91 Suspicious

92 Tall

93 Thoughtful

94 Tough

95-96 Weather Sense

97 Wise

98 Wolf's Snout

99-100 Young.

Classes - Fighter or Rogue only (until I make up a variant ranger without magic like the Hunter)

Feats and Wises - Mouse Guard has a skill subset called wises, most are easily translated into feats. 

Healer-wise would be Skill Focus (healer)

Lockhaven-wise would be a +2 to skills used while in Lockhaven

Water-wise would be a +2 to skills involving swimming, boating, navigation, etc.

 

Mouse Guard to 3.5/Pathfinder conversions