Masha, the Mouse | Character Sheet | Pathfinder 1e | Statblocks & Sheets | World Anvil

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Masha, the Mouse CN
Character Name Alignment
Ranger 8
Character Level
Mousefolk T
Race Size
Femail 14
Gender Age
1'9" 10 lbs
Height Weight
White bob Keen and cloudy blue
Hair Eyes
Masha Medov
Player
Souris, the Mouse Goddess of Hiding Places Copper Town
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
9 -1 N/A -1
Dex
Dexterity
20 +5 N/A +5
Con
Constitution
11 +0 N/A +0
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
18 +4 N/A +4
Cha
Charisma
11 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
68
0
0
Initiative
Dex
Modifier
+5
+5
+0
BAB
+8
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+0
+0
+5
Size
Natural
Deflection
Misc
+2
+0
+0
+1
Touch
18
Flat Footed
13
Flat Footed + Touch
13
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +6 +6 CON +0 +0 +0 +0
Reflex +11 +6 DEX +5 +0 +0 +0
Will +6 +2 WIS +4 +0 +0 +0
Saving Throw Notes

+2 vs fear effects

Combat Maneuver Bonus CMB
CMB BaB DEX Size Misc
+11 +8 +5 -2 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
31 10 +8 +0 +5 +2 +6
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
20 ft
-
-
-
-
-
Languages

Common, Goblin, Undercommon

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +10 (DEX)  +5 +5 +0
  Bluff +0 (CHA)  +0 +0 +0
Climb +16 (STR)  -1 +7 +10
  Diplomacy +0 (CHA)  +0 +0 +0
Disable Device* +50 (DEX)  +5 +8 +37
  Disguise +0 (CHA)  +0 +0 +0
  Escape Artist +13 (DEX)  +5 +8 +0
  Fly +9 (DEX)  +5 +0 +4
Heal +4 (WIS)  +4 +0 +0
Intimidate +0 (CHA)  +0 +0 +0
  Knowledge: Arcana +2 (INT)  +2 +0 +0
Knowledge: Dungeoneering +2 (INT)  +2 +0 +0
Knowledge: Local +2 (INT)  +2 +0 +0
  Knowledge: Nature +2 (INT)  +2 +0 +0
  Knowledge: Planes +2 (INT)  +2 +0 +0
  Knowledge: Religion +2 (INT)  +2 +0 +0
Perception +15 (WIS)  +4 +6 +5
Ride +5 (DEX)  +5 +0 +0
  Sense Motive +5 (WIS)  +4 +1 +0
Stealth +24 (DEX)  +5 +8 +11
Survival +8 (WIS)  +4 +1 +3
Swim +3 (STR)  -1 +1 +3
  Use Magic Device* +3 (CHA)  +0 +1 +2
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +2 (INT)  +2 +0 +0
Craft: Alchemy +8 (INT)  +2 +1 +5
  Craft: Traps +10 (INT)  +2 +8 +0
  Handle Animal* +1 (CHA)  +0 +1 +0
  Knowledge: Engineering +2 (INT)  +2 +0 +0
Knowledge: Geography +2 (INT)  +2 +0 +0
  Knowledge: History +2 (INT)  +2 +0 +0
  Knowledge: Nobility +2 (INT)  +2 +0 +0
Sleight of Hand* +19 (DEX)  +5 +8 +6
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Bluff +2 vs Animals, +4 vs Humans
Handle Animal +4 vs Rodents
Knowledge +2 vs Animals, +4 vs Humans
Knowledge (local) +2 in Iron Town, +4 in Copper Town
Perception +2 vs Animals, +4 vs Humans; +2 in Iron Town, +4 in Copper Town; +49 (Trapfinding)
Sense Motive +2 vs Animals, +4 vs Humans
Stealth +2 in Iron Town, +4 in Copper Town
Survival +2 vs Animals, +4 vs Humans; +2 in Iron Town, +4 in Copper Town; +12 (Follow and identify tracks)
Feats

Deft Hands, Dodge, Improved Steal, Mobility, Tunnel Rat, Underfoot

Special Abilities

Swarming: Up to two mousefolk can share the same square at the same time. If two mousefolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Swift Tracker Can move normal speed while using Survival to follow tracks without taking the normal -5 penalty. Only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Wild Empathy: You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+8 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Traits

Child of the Streets, Courageous

WEAPONS
Name AB Critical Type Range Ammo Dmg
Cutlass +9/4 18-20/x2 Slashing 0 N/A 1d3-1
Class Features

RANGER TRAPS
8/day. DC 18 for Perception (to notice), Disable Device (to disable), and saving throws (to avoid):

  • Alarm Trap
  • Fire Trap (requires Alchemist Fire component)
  • Snare Trap (8hp, DC25 Strength to break).

  • FAVOURED ENEMIES AND COMMUNITIES
    Attack Rolls: +2 vs. Animals, +4 vs. Humans
    Damage Rolls: +2 vs. Animals, +4 vs. Humans
    Initiative: +2 in Iron Town, +4 in Copper Town
    Skills: See above.
    Favoured Community: Leaves no accidental trail and cannot be tracked in Copper Town or Iron Town, although may leave a trail if desired.
    Hunting Companions: 4 rounds/day, Grant half of favoured enemy bonus to allies within 30 ft, who can see or hear you.
    Push Through: Never slowed by difficult terrain in favoured communities. Move through the space occupied by local citizens as if they were allies (this does not apply to creatures intent on harming the ranger). Still affected by areas that are enchanted or magically manipulated to impede motion.

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    Created by

    Masha Medov.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

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