Mousefinder

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.