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 2d6 or choose)
2 Red
3-6 Brown
7-8 Blonde
9-10 Gray
11-12 Black
Home (roll 1d8 or choose)
1 Barkstone
2 Copperwood
3 Elmoss
4 Ivydale
5 Lockhaven
6 Port Sumac
7 Shaleburrow
8 Sprucetuck
Parents - Write something about them and what they do (determines your skills) (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 Boatcrafter
15-17 Brewer
18-22 Carpenter
23-24 Cartographer
25-26 Cook
27-28 Fighter
29 Glazier
30-45 Harvester - Stealth and Survival are class skills for you.
46-48 Healer
49-55 Hunter
56-60 Insectrist (trains and uses insects) - Handle Insect is a class skill for you.
61-62 Instructor
63-75 Laborer - Gain the Endurance feat and you are fatigued when others would be exhausted.
76 Loremouse - Gain Bardic Knowledge as a class ability.
77 Militarist
78-80 Miller
81 Orator
82-84 Pathfinder - Survival is a class skill for you and you Track as a ranger of equal level.
85-87 Potter
88 Scientist
89-90 Scout
91-92 Smith
93-95 Stonemason
96 Survivalist - Stealth and Survival are class skills for you.
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 - Same thing
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 (CN - Red, Good - Royal Blue, N - Brown, LN - Green).
Inherent Abilities - Mice receive a +2 racial bonus to Escape, Climb, Stealth and Survival skill checks.
Traits - 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
Belief, Goal, Instinct
Mouse Guard Conditions
• Healthy- The characters base status.
• Hungry/Thirsty- Characters have not eaten food or drank water in awhile. Characters can be affected by the Fatigued status (Pg 567) or can take -2 to Con and Fortitude Saves.
• Tired- Character has over exerted and is now affected with Fatigued status (Pg 567). If already Fatigued, they become Exhausted (Pg 567)
• Angry- Character is angry and agitated and takes -2 to Charisma and Charisma Based Skills.
• Injured- The Character has been injured by attempting something and can affect with different conditions: Bleed (Pg 565), Blinded (Pg 565), Confused (Pg 566), Dazed (Pg 566), Deafened (Pg 566), Disabled (Pg 566), Entangled (Pg 567), Frightened (Pg 567), Helpless (Pg 567), Paralyzed (Pg 568), Panicked (Pg 568), Pinned (Pg 568), (Pg 568), Staggered (Pg 568), Stunned (Pg 568).
• Sick- Character has fallen ill and can be afflicted with different conditions: Fatigued (Pg 567), Exhausted (Pg 567), Nauseated (Pg 568), Shaken (Pg 568), Sickened (Pg 568), Staggered (Pg 568) Unconscious (Pg 568).
Rewards - Fate and Persona points, Fate points are used after a roll, Persona points are used before a roll. Either one adds a d6 to whatever you were attempting.