Mouse-kin

Mice are the smallest members of Rodentia, often reaching only about three and a half feet tall, and barely breaking forty pounds.

They have long, hairless tails that help with balance and movement, large floppy ears that increase hearing, and though they can be a variety of fur colors, white and grey are by far the most common.

Mouse-kin do not have a specific language to call their own. Instead they pride themselves on learning the languages of other races.

Mouse-kin will eat anything they can afford, and are not picky at all. Due to their lack of disposable income, and the fact that Cavy-kin are Herbivores and refuse to use the land for meat production, Mouse-kin children are known for being scrawny and sickly due to a lack of protein in their diet.

Mouse-kin Traits

  • Ability Score Modifiers: +2 to one ability score: Mice have a varied array of talents with no true weaknesses.
  • Type: Mouse-kin are Humanoids with the Rodent subtype
  • Size: Small. Mice gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth Checks.
  • Speed: Mice have a base speed of 20 feet.
  • Gifted Linguist: Mouse-kin enjoy learning languages, and those that apprentice in other realms before returning to Rodentia are happy to teach them. Mouse-kin gain a +2 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
  • Feathered Foes: Mouse-kin have been on the front lines of a series of wars with Aviana, and are trained to avoid their aggressive attack strategies. Mouse-kin gain a +2 dodge bonus to AC against Humanoids with the Avian subtype.
  • Better Lucky than Good: Mouse-kin constantly seek the path of the hero. The ones that survive tend to have a bit of good luck protecting them. Mouse-kin receive a +1 Luck bonus to all saves.
  • Weapon Familiarity: A mouse-kin may choose one racial weapon. He is proficient in that weapon due to knowledge taught as a child. This may require adjusting the weapon’s listed damage in order to create a small size category version for the Mouse-kin.
  • Languages: Mouse-kin begin play speaking Common. Mouse-kin with high intelligence scores may choose any bonus language.

Favored Class Bonuses

  • Alchemist: Add one extract formula from the alchemist formula list to the character’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
  • Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
  • Cavalier: Add +1/2 to the cavalier‘ s effective class level for the purposes of determining the damage he deals when making an attack of opportunity against a challenged foe.
  • Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
  • Gunslinger: Add +1/4 to the number of grit points in the gunslinger‘s grit pool.
  • Inquisitor: Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
  • Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
  • Ranger: Add +l skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
  • Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Section 15: Copyright Notice

Anthro Adventures Copyright 2017 Happy Gnome Publishing Author T.J. Lantz

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