NOTE: If, even in humor, you cannot stand Dungeons & Dragons or schnauzers, I suggest you skip over this post. That said, this is all in good clean fun, and it's about time I actually put this idea down:
Wereschnauzer
Medium-Size/Small Shapechanger
Hit Dice:2d8+4 (avg. 10 hp)
Initiative: +0; +7 (+3 Dex, +4 Improved Init.) as schnauzer
Speed: 30 ft; 40 ft. as schnauzer
AC: 12 (+2 natural); 16 (+2 natural, +3 Dex, +1 size) as schnauzer
Attacks: Unarmed strike +0; bite +3 as schnauzer
Damage: Unarmed strike 1d3 subdual; bite 1d4+1
Face/reach: 5'x5'/5' (both forms)
Special attacks: Piercing howl/shout; curse of lycanthrope as miniature schnauzer
Special qualities: Dog empathy, detect wererat; plus scent, miniature schnauzer traits, damage reduction 15/silver as schnauzer
Saves: +4 Fort, +3 Reflex, +4 Will
Abilities: Str 13, Dex 17, Con 14, Int 10, Wis 10, Cha 10 (as schnauzer)
Skills: Hide, Listen, Move Silently, Search, Spot as schnauzer
Feats: Improved Initiative, Weapon Finesse (bite) (as schnauzer)
Climate/Terrain: Any land
Organization: Solitary, pair, family (2-6)
Challenge Rating: 3(4 perhaps?)
Treasure: Standard
Alignment: Always neutral good (pondering chaotic good, possibly)
Advancement: By character class
Wereschnauzers in human form are generally bright, gregarious, energetic, and LOUD. Their hair can range from black to gray to white, with red or brown possibly mixed in the darker shades, and tends to be trimmed short. This matches the color of the schnauzer form. Wereschnauzers recognize their friends and allies in both human and animal form, and are stolidly dedicated to them.
Also, as a curiosity, hereditary wereschnauzers all have docked tails; those cursed to the form have the typical weak, long, curled tail that occurs normally. (This isn't enough to merit a CON penalty to the animal form.)
Miniature schnauzer traits: Miniature schnauzers have several traits which must be taken into account.
- +1 bonus to attack and damage rolls against rats and and wererats
- +1 bonus to Hide, Listen, and Spot checks
Combat
Wereschnauzers always warn their enemies and prefer to attempt to drive off the foe before resorting to force.
Piercing Shout/Howl: Once per round, a wereschnauzer may let off an ear-splitting shout or howl (depending on form). All within a 20-foot radius must make a Fortitude save (DC10+character's level) or risk a 50% chance of being deafened for 1 round. This howl also deals 1d4 damage to objects or creatures weak against sonic attacks. Nearby bells will also ring softly in unison with the howl.
Questions? Comments? Declarations of insanity against me?