EvanMouse
2007-12-19, 10:41 PM
Hi everyone. This is the first race I have homebrewed I based this idea off of the Cat-Folk from "Races of the wild"
Mousefolk racial traits.
Mousefolk resembles a cross between a Mouse and a Halfling or a small human, With a humanoid body and the ears and tail of a mouse. They seem to be very timid creatures and they tend to be very shy around bigger creatures...mousefolk are very friendly creatures and they get around there shyness around those that are nice.
* Small Humanoid
* -4 Strength, +2 Dexterity +4 Charisma, Mouse-folk are very weak creatures even weaker then other races of the same size. They Are Quick,Agile and have great reflexes they are also good with things that require use of there hands, Mouse-folk are also Very Cute...not just by looks...but by the way they talk and act tends to let them get what they want.
* Speed: 40 ft.
* Low light Vision.
* Racial Skill's: +2 to Escape Artist +2 to Hide +2 to Move Silently +2 to Survival -8 to Intimidate (MouseFolk Can't Intimidate even if they tried)
* Automatic Languages: Common, Rodent.
* Bonus Languages: Draconic, Halfling, Sylvan, Feline, Vulpine.
* Favored Class: Scout. A multiclass Mouse-Folk Scout class does not count when determining whether he/she takes an experience point penalty for multiclassing.
* Level Adjustment: +1
Personality: Mousefolk are naturally extremely charming creatures. they have a way with words and lead a happy lifestyle they are very talkative that is how they spend there time...singing.. dancing.. playing.. and making trinkets.
Relations: Mousefolk get along well with other races...and tend to trade with nearby villages and towns...they seek out company of halflings elves and other friendly wild races.
Alignment: Normally NG They are very caring creatures they do best that a good person can do in very situation..
Lands: Mousefolk Roam grasslands in temperate and tropical areas disliking colder areas. Wandering tribes of mousefolk...tend to make there places near forest areas...when they are living outside they wander and move more often. however some tribes do become attached to a specific area or during the winter time they have a hidden place in the ground
This is called a mousehole they make there home underground (most likely during the winter) then depending on the tribes elder mouse they move or stay... but this does not mean they stay forever if they find that there hidden home is threatened they will move to a safer place....
they do come out every now and then...to meet up and talk with halflings or elves they may seem very shy but they are very social
Mousefolk Lifestyle:
Tribal:
The way they move about in a group makes most of the group 70% are likely to become scouts due to how they move about in the wild. Scouts also gather food while they are scouting keeping the rest of the Mousefolk fed. Scouts also protect the tribe from those that seem hostile..This works out for them if there tribe makes a hidden mousehole or not....they take there time to hide and not be seen before making an action to effect the rest of the group
Do to there charismatic nature and due to visiting other wild races least 20% are most likely to become bards within the tribe besides it would be boring just for them to sit about and do noting right =P
And 5% of the tribe become sorcerers specializing in Divination with a lil bit of protection. They do this to prevent themselfs from being deceived
5% are likely to become clerics of Obad-Hai healing the tribe when they are sick The other 5% are likely to become Druids healing and helping the scouts that gather food to farm and harvest more effisently.
Lone Mousefolk:
Some mousefolk get left behind but this is a rare case. Mousefolk take there time to leave inless there is danger and the elder of the group is very informant (Yeah high chasisma)
so more then likely it was the mousefolk that was left behind that made the choice to leave and more then often the
mousefolk that left said they are leaving in a charismatic matter.
More then likely lone mousefolk tend to become rangers or druids this normally happens when they are wiser then most if not
they likely just become adventurers.
Elder Mousefolk:
They Lead the tribe.. they pick the elder for being the the most wise one that appears to be a seer or and he/she is most likely someone very old and wiser then the other mice folk The sorcerers in the tribe aid a younger elder...that would be more likely to be a scout at a younger age when they are older they tend to have no need for assistants because they tend to take the path of sorcerer for them selfs thus protecting the village with spells like detect thoughts or Arcane Eye
Mousefolk Economics
It is pretty hard for most of them to make money being isolated in the wild most of the time they are out scouting gathering berrys watching out for danger that might threaten the rest of the tribe they just started making money just from them being very talkative and having a natural way with words they learn from others around them this is how they learned about money from Halflings.
they Learn from friends from other villages then they gain inspiration from it they learn and adapt from this knowage they are natural gatherers and they gather anything! useful to the tribe with int that matches that of humans this helps when getting the information
In the past They started to learn a lil about money. placing them on the path to getting rid of some of there crafts they enjoy making...they got money off crafts this made them curious about money but they are less skilled at having a profession this is because of there habitat a profession does not really fit there lifestyle
sadly other races are better then them at a job some of them tried in the past moments of there lifetime about 20% of the scouts have kept a profession in those days. Mousefolk gain money to help there tribe as a whole if they live in the tribe they tend to give the tribe elder there money unless they are saving for a material possession that they would enjoy then depending on the elders rules they give the elder half of what they earned or they let the elder write a list and he gives out the item they wished for within a first person first serve basis or every mousefolk gets a allowance this all differs from elder to elder but the elder does not let money go dry as it could be a lifesaver during the winter.... they see gathering money from selling is like gathering rations in the wild.
Mousefolk Bards travel with the ever moving tribe and they are not adventurers full-time they are full time bards part time mass performers! they are adventurous but they are loyal to the tribe so they always stay around so if the tribe is in trouble all the bards have to do to get money is say "We will sing for you elder!". mousefolk are most known for being bards just because that is the most likely seen in the city and villages...In the past These mousefolk were inspired just from a scout hearing a gnome perform in a halfling village he visited... mousefolk now are complete naturals passing the knowage of bard down to those that are inspired... these mousefolk enter citys in the fall before winter to preform gaining the most money they possibly can in a months time. if the bard is at least making it a great performance (one npc level one Mousefolk bard page on 113 Dmg after adjusting the scores from human to mousefolk level one taking 10 with the feat skill focus preform (?) with 4 ranks of skill preform (?) giving a mousefolk 21 in all!) a skilled mousefolk bard could make 90d10 sp per months work but they get better overtime as they quickly become better and better with experience making one bard get 30d6 gp to 90d6 per month... besides a tribe normally eats and lives naturally because they enjoy natural food and they are gatherers they harvest in the same way they would do money meaning they don't have a problem with living.
Mousefolk tribe gaining gold during one month during fall harvest.
Tribe of 50 mousefolk (10 bards) during Fall harvest.
(Taking 10) Great Preformance:30d10x10 sliver peices (Max gained:3000sp)
(Making DC 25) Memorable Preformance: 30d6x10 gold peices (Max gained:1800gp)
(making DC 30) Extraordinary Preformance: 90d6X10 gold peices (Max gained:5400gp)
they express it in such a wonderful way...and citys enjoy there once per year knockout. mousefolk bards enjoy traveling and they keep up with the tribe by knowing where they will be if the elder decides to move the elder mousefolk find mousefolk bards a great asset to the tribe because they are one reason why they get enough resources.
Also normally 1 Mousefolk cleric (the tribe may have 2-3 out of 50) does Sell potions for the other times of the year as long as it isnt during the winter
The druids normally do this in the same fashion but they harvest healing potions for a emergency.
Religion: If they worship a deity they more then likely worship Obad-Hai.
Language: Since they are very social They have a possable chance to learn a lot of other languages they love conversation
Mousefolk names:
Micefolk tend to pick every cutesee names with two silables (Male:Tai-tai) (Female:Lu-lu ) male names tend to be cute but still not as cute as girl names..though This isnt always the case they tend to pick other names from other cultures that at least have the slight bit of cuteness to them that can still have one silaible (Male: Han) (Female: May)
As long as there names dont sound rough.
Sample Mousefolk male names: Tai-tai or Han Lee tai
Sample Mousefolk Female names: Lai-lai,Lu-Lu or Lucy,may
Mousefolk Tribe names: Corn-flower Tea-breeze Ginger-Bread Sugar-snow
Alignment: Mostly NG
Adventurers: Adventuring Mousefolk feel curious with the outside world...they want to break away from being so shy...and tend to want to break away from there tribes lifestyle....
Mousefolk racial traits.
Mousefolk resembles a cross between a Mouse and a Halfling or a small human, With a humanoid body and the ears and tail of a mouse. They seem to be very timid creatures and they tend to be very shy around bigger creatures...mousefolk are very friendly creatures and they get around there shyness around those that are nice.
* Small Humanoid
* -4 Strength, +2 Dexterity +4 Charisma, Mouse-folk are very weak creatures even weaker then other races of the same size. They Are Quick,Agile and have great reflexes they are also good with things that require use of there hands, Mouse-folk are also Very Cute...not just by looks...but by the way they talk and act tends to let them get what they want.
* Speed: 40 ft.
* Low light Vision.
* Racial Skill's: +2 to Escape Artist +2 to Hide +2 to Move Silently +2 to Survival -8 to Intimidate (MouseFolk Can't Intimidate even if they tried)
* Automatic Languages: Common, Rodent.
* Bonus Languages: Draconic, Halfling, Sylvan, Feline, Vulpine.
* Favored Class: Scout. A multiclass Mouse-Folk Scout class does not count when determining whether he/she takes an experience point penalty for multiclassing.
* Level Adjustment: +1
Personality: Mousefolk are naturally extremely charming creatures. they have a way with words and lead a happy lifestyle they are very talkative that is how they spend there time...singing.. dancing.. playing.. and making trinkets.
Relations: Mousefolk get along well with other races...and tend to trade with nearby villages and towns...they seek out company of halflings elves and other friendly wild races.
Alignment: Normally NG They are very caring creatures they do best that a good person can do in very situation..
Lands: Mousefolk Roam grasslands in temperate and tropical areas disliking colder areas. Wandering tribes of mousefolk...tend to make there places near forest areas...when they are living outside they wander and move more often. however some tribes do become attached to a specific area or during the winter time they have a hidden place in the ground
This is called a mousehole they make there home underground (most likely during the winter) then depending on the tribes elder mouse they move or stay... but this does not mean they stay forever if they find that there hidden home is threatened they will move to a safer place....
they do come out every now and then...to meet up and talk with halflings or elves they may seem very shy but they are very social
Mousefolk Lifestyle:
Tribal:
The way they move about in a group makes most of the group 70% are likely to become scouts due to how they move about in the wild. Scouts also gather food while they are scouting keeping the rest of the Mousefolk fed. Scouts also protect the tribe from those that seem hostile..This works out for them if there tribe makes a hidden mousehole or not....they take there time to hide and not be seen before making an action to effect the rest of the group
Do to there charismatic nature and due to visiting other wild races least 20% are most likely to become bards within the tribe besides it would be boring just for them to sit about and do noting right =P
And 5% of the tribe become sorcerers specializing in Divination with a lil bit of protection. They do this to prevent themselfs from being deceived
5% are likely to become clerics of Obad-Hai healing the tribe when they are sick The other 5% are likely to become Druids healing and helping the scouts that gather food to farm and harvest more effisently.
Lone Mousefolk:
Some mousefolk get left behind but this is a rare case. Mousefolk take there time to leave inless there is danger and the elder of the group is very informant (Yeah high chasisma)
so more then likely it was the mousefolk that was left behind that made the choice to leave and more then often the
mousefolk that left said they are leaving in a charismatic matter.
More then likely lone mousefolk tend to become rangers or druids this normally happens when they are wiser then most if not
they likely just become adventurers.
Elder Mousefolk:
They Lead the tribe.. they pick the elder for being the the most wise one that appears to be a seer or and he/she is most likely someone very old and wiser then the other mice folk The sorcerers in the tribe aid a younger elder...that would be more likely to be a scout at a younger age when they are older they tend to have no need for assistants because they tend to take the path of sorcerer for them selfs thus protecting the village with spells like detect thoughts or Arcane Eye
Mousefolk Economics
It is pretty hard for most of them to make money being isolated in the wild most of the time they are out scouting gathering berrys watching out for danger that might threaten the rest of the tribe they just started making money just from them being very talkative and having a natural way with words they learn from others around them this is how they learned about money from Halflings.
they Learn from friends from other villages then they gain inspiration from it they learn and adapt from this knowage they are natural gatherers and they gather anything! useful to the tribe with int that matches that of humans this helps when getting the information
In the past They started to learn a lil about money. placing them on the path to getting rid of some of there crafts they enjoy making...they got money off crafts this made them curious about money but they are less skilled at having a profession this is because of there habitat a profession does not really fit there lifestyle
sadly other races are better then them at a job some of them tried in the past moments of there lifetime about 20% of the scouts have kept a profession in those days. Mousefolk gain money to help there tribe as a whole if they live in the tribe they tend to give the tribe elder there money unless they are saving for a material possession that they would enjoy then depending on the elders rules they give the elder half of what they earned or they let the elder write a list and he gives out the item they wished for within a first person first serve basis or every mousefolk gets a allowance this all differs from elder to elder but the elder does not let money go dry as it could be a lifesaver during the winter.... they see gathering money from selling is like gathering rations in the wild.
Mousefolk Bards travel with the ever moving tribe and they are not adventurers full-time they are full time bards part time mass performers! they are adventurous but they are loyal to the tribe so they always stay around so if the tribe is in trouble all the bards have to do to get money is say "We will sing for you elder!". mousefolk are most known for being bards just because that is the most likely seen in the city and villages...In the past These mousefolk were inspired just from a scout hearing a gnome perform in a halfling village he visited... mousefolk now are complete naturals passing the knowage of bard down to those that are inspired... these mousefolk enter citys in the fall before winter to preform gaining the most money they possibly can in a months time. if the bard is at least making it a great performance (one npc level one Mousefolk bard page on 113 Dmg after adjusting the scores from human to mousefolk level one taking 10 with the feat skill focus preform (?) with 4 ranks of skill preform (?) giving a mousefolk 21 in all!) a skilled mousefolk bard could make 90d10 sp per months work but they get better overtime as they quickly become better and better with experience making one bard get 30d6 gp to 90d6 per month... besides a tribe normally eats and lives naturally because they enjoy natural food and they are gatherers they harvest in the same way they would do money meaning they don't have a problem with living.
Mousefolk tribe gaining gold during one month during fall harvest.
Tribe of 50 mousefolk (10 bards) during Fall harvest.
(Taking 10) Great Preformance:30d10x10 sliver peices (Max gained:3000sp)
(Making DC 25) Memorable Preformance: 30d6x10 gold peices (Max gained:1800gp)
(making DC 30) Extraordinary Preformance: 90d6X10 gold peices (Max gained:5400gp)
they express it in such a wonderful way...and citys enjoy there once per year knockout. mousefolk bards enjoy traveling and they keep up with the tribe by knowing where they will be if the elder decides to move the elder mousefolk find mousefolk bards a great asset to the tribe because they are one reason why they get enough resources.
Also normally 1 Mousefolk cleric (the tribe may have 2-3 out of 50) does Sell potions for the other times of the year as long as it isnt during the winter
The druids normally do this in the same fashion but they harvest healing potions for a emergency.
Religion: If they worship a deity they more then likely worship Obad-Hai.
Language: Since they are very social They have a possable chance to learn a lot of other languages they love conversation
Mousefolk names:
Micefolk tend to pick every cutesee names with two silables (Male:Tai-tai) (Female:Lu-lu ) male names tend to be cute but still not as cute as girl names..though This isnt always the case they tend to pick other names from other cultures that at least have the slight bit of cuteness to them that can still have one silaible (Male: Han) (Female: May)
As long as there names dont sound rough.
Sample Mousefolk male names: Tai-tai or Han Lee tai
Sample Mousefolk Female names: Lai-lai,Lu-Lu or Lucy,may
Mousefolk Tribe names: Corn-flower Tea-breeze Ginger-Bread Sugar-snow
Alignment: Mostly NG
Adventurers: Adventuring Mousefolk feel curious with the outside world...they want to break away from being so shy...and tend to want to break away from there tribes lifestyle....