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.