Beastfolk, Mouselings (3.5e Race)
From D&D Wiki
Where ratlings can be ruthless in their quest for survival, Mouselings are a sharp contrast. While the two species are related, and came from the same source (see the Ratlings for more information), where the ratlings were larger, more aggressive, and more antisocial, the Mouselings were smaller, retiring and agreeable. Mouselings are hard and earnest workers, and are known for thrifty living and practical common sense, and they have found it easy to integrate into mainstream society as craftfolk, bookkeepers, librarians and simple farmers. Quite a far trek to come from being the descendants of a wizard’s experimental animals.
Mouselings are bright and curious, loving to explore and see how things work, but at the same time their curiosity is tempered by a shy politeness that often keeps them from prying into other people’s things (at least when those people are looking), and their inherent intelligence is made socially acceptable by the unassuming nature expected of the race. The ultimate goal of most Mouselings is to find a niche in society (called their ‘mouse hole’), and then to stick with it for as long as possible, liking stability and comfort whenever it can be gotten.
Where the Ratlings look like dregs from the sewers, a Mouseling is a well-groomed humanoid rodent, between 2’3” and 2’9” tall, with a distinct pointed muzzle, a long, naked pink tail, large and sensitive ears, wide, dark eyes, and a fur pattern and color as one would expect from a humanoid mouse.
Since most Mouselings live among other races, usually humans, they do their very best to fit in, make friends where they can, and in general not draw attention to themselves, and for the most part they are successful. They feel continually uneasy around Catfolk, especially Wild Catfolk, and other Beastfolk descended from predatory species to a slightly lesser degree, which they intellectually know is a leftover from their rodent heritage, but emotionally cannot seem to completely shake.
Note: Mouselings and ratlings can interbreed, with the offspring taking after the racial traits of the mother.
Mouselings tend to be Lawful Neutral as a culture, preferring to live quiet, unassuming lives and give honest work for honest pay. To Mouselings, the rule of law is how weak little creatures like them can be given equal footing with powerful, frightening creatures like Catfolk and Wolfen, and they cherish the safety that orderly societies bring.
Mouselings do not have their own lands at all, having instead melded with the lands of the dominant races around them, finding niches in the urban and rural settings that abound, so that they can enjoy the security that better established societies can offer.
As a people, the Mouselings prefer gods like Saint Cuthbert – strong in supporting justice and order, unwavering in punishing the disobedient and unruly. Mouselings like gods that support law, protection, healing, crafts and intellectual pursuits, and worship them most.
Squeak Speak is the tongue of Mouselings and ratlings, while Common is essential for their transactions with other species. Mouselings begin play with Common and Squeak Speak, and can select Draconic, Dwarven, Elven, Feline, Gnoll, Gnome, Halfling and Sylvan as bonus languages.
Being a magically-created race, and not wanting to create unnecessary barriers between themselves and other races, Mouselings prefer to use the same sorts of names that the people around them have, usually adopting the naming patterns of humans, though they sometimes use elven, dwarven or even halfling naming patterns if they think that these can be advantageous to their children as they grow up. Names are a means of survival and prosperity, the same as anything else in a Mouseling’s life should be, and they choose them accordingly.
Before a Mouseling has found their niche in life, or when a previously stable niche has vanished with changing circumstances, Mouselings will often find themselves displaced in the world. The more daring among the race occasionally seek out companions who seem likely to advance in the world, and are willing to take the risks involved with the life of an adventurer. The bright and nimble Mouselings often find that their natural talents work best in the path of the rogue, though many of them also find that their bookish natures can find excellent application as wizards. Mouselings do not like direct confrontation as a general rule, and so there are few fighters among their kind, and barbarians are almost unheard of.
- +2 Dexterity, +2 Intelligence, -2 Strength
- Monstrous Humanoid
- Small: +1 size bonus to AC and Attack rolls, +4 size bonus to Hide checks, and -4 size penalty to Grapple checks
- +4 bonus of Hide and Move Silently checks
- +2 Racial bonus to Climb
- +2 Racial bonus to Spot, Listen, Search
- -1 to saving throws against fear
- Mouseling base land speed is 20 feet while bipedal, 40 feet while on all fours and unarmed
- Low-light vision
- Scent: Mouselings can take Scent as a racial Feat if Wisdom is 11 or higher. -2 Perception checks.
- Automatic Languages: Common, Squeak Speak. Bonus Languages: Draconic, Dwarven, Elven, Feline, Gnoll, Gnome, Halfling, Sylvan.
- Favored Class: Rogue, Wizard.
- Level Adjustment: 0
|Middle Age1||Old2||Venerable3||Maximum Age|
|28 years||41 years||63 years||+2d8 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2' 3"||+1d6||50 lbs.||× (1d2) lbs.|
|Female||2' 1"||+1d6||45 lbs.||× (1) lbs.|