LordErebus12
2013-03-30, 10:01 PM
Hissi (Pronounced Hiss-Sai)
http://i.imgur.com/BtGaFgu.jpg
DESCRIPTION
Hissi resemble monstrous snakes with humanoid bodies from the waist up, but maintain some very snake-like features, such as slit eyes, scaled skin and a split tongue. The snakelike features of a Hissi may reflect any of a variety of venomous snakes, so a Hissi may have a black mamba’s glossy scales or a coral’s distinct color pattern. These features are usually consistent within a single troupe of Hissi, and often mark a troupe’s status within a tribe.
Hissi grow throughout their lives, reaching lengths of sixteen feet long and weighing up to a thousand pounds.
COMBAT
Hissi are geniuses and fight as such. They plan elaborate traps and utilize their surroundings superbly in combat, preferring ambushes to direct confrontation. They also prefer ranged attacks and spells to melee. In a mixed group, the least valuable and powerful attack first. The group leader may order particular members forward before others if that makes for better strategy. Their evilness, cunning, and ruthlessness are legendary. Hissi constantly scheme to advance their own dark agendas. They are calculating and suave enough to form alliances with other evil creatures when necessary, but they always put their own interests first.
HISSI SOCIETY
The Hissi are devout worshipers of Hidris. They also hold all reptiles in high esteem. The center of Hissi life is the temple, and their rituals often involve elaborate sacrifices of livestock, adventurers or convicted criminals, using alcohol and other poisons to dull the sacrifice's senses of the coming sacrifice. They tend toward isolated, old ruins of the giant empire. Their architecture favors curves, with ramps and poles replacing stairs.
The chief deity of the Hissi is Hidris. The clerics of Hidris rule over the Hissi and are the temple leaders, with the high priest above all. A Hissi cleric of Hidris has access to two of the following domains: Celerity*, Evil, Hatred*, Law, Plants, Renewal*, Skalykind*
* from Spell Compendium.
HISSI AS CHARACTERS
Hissi character’s have the following base statistics.
Ability Adjustments
Dex -2, Int +2, Wis +2
Size and Type
Medium Monstrous Humanoid.
Base Speed
Hissi have a base movement speed of 30 ft. (6 squares). They also have a climb speed and a swim speed of 20 ft.
Darkvision
The Hissi has darkvision out to 60 ft.
Natural Armor
The Hissi has tough scales along their snake-like tail, but have micro scales that cover their upper body as well. Hissi has a +2 natural armor bonus.
Natural Attacks
The Hissi has a primary bite attack (1d6 piercing). When the Hissi’s size increases, it increase to 1d8, then 2d6.
Constrict (Ex):
A Hissi deals 1d4 + Str modifier points of damage on a successful grapple check. This increases to 1d6 as a large creature and 1d8 as a huge creature.
Skills:
A Hissi has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Starting Languages
Hissi speak their own language, called Hiss.
Bonus Languages
Abyssal, Common, Draconic, Giant and Skale
Favored Class
Cleric
Level Adjustment
+0
http://i.imgur.com/BtGaFgu.jpg
DESCRIPTION
Hissi resemble monstrous snakes with humanoid bodies from the waist up, but maintain some very snake-like features, such as slit eyes, scaled skin and a split tongue. The snakelike features of a Hissi may reflect any of a variety of venomous snakes, so a Hissi may have a black mamba’s glossy scales or a coral’s distinct color pattern. These features are usually consistent within a single troupe of Hissi, and often mark a troupe’s status within a tribe.
Hissi grow throughout their lives, reaching lengths of sixteen feet long and weighing up to a thousand pounds.
COMBAT
Hissi are geniuses and fight as such. They plan elaborate traps and utilize their surroundings superbly in combat, preferring ambushes to direct confrontation. They also prefer ranged attacks and spells to melee. In a mixed group, the least valuable and powerful attack first. The group leader may order particular members forward before others if that makes for better strategy. Their evilness, cunning, and ruthlessness are legendary. Hissi constantly scheme to advance their own dark agendas. They are calculating and suave enough to form alliances with other evil creatures when necessary, but they always put their own interests first.
HISSI SOCIETY
The Hissi are devout worshipers of Hidris. They also hold all reptiles in high esteem. The center of Hissi life is the temple, and their rituals often involve elaborate sacrifices of livestock, adventurers or convicted criminals, using alcohol and other poisons to dull the sacrifice's senses of the coming sacrifice. They tend toward isolated, old ruins of the giant empire. Their architecture favors curves, with ramps and poles replacing stairs.
The chief deity of the Hissi is Hidris. The clerics of Hidris rule over the Hissi and are the temple leaders, with the high priest above all. A Hissi cleric of Hidris has access to two of the following domains: Celerity*, Evil, Hatred*, Law, Plants, Renewal*, Skalykind*
* from Spell Compendium.
HISSI AS CHARACTERS
Hissi character’s have the following base statistics.
Ability Adjustments
Dex -2, Int +2, Wis +2
Size and Type
Medium Monstrous Humanoid.
Base Speed
Hissi have a base movement speed of 30 ft. (6 squares). They also have a climb speed and a swim speed of 20 ft.
Darkvision
The Hissi has darkvision out to 60 ft.
Natural Armor
The Hissi has tough scales along their snake-like tail, but have micro scales that cover their upper body as well. Hissi has a +2 natural armor bonus.
Natural Attacks
The Hissi has a primary bite attack (1d6 piercing). When the Hissi’s size increases, it increase to 1d8, then 2d6.
Constrict (Ex):
A Hissi deals 1d4 + Str modifier points of damage on a successful grapple check. This increases to 1d6 as a large creature and 1d8 as a huge creature.
Skills:
A Hissi has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Starting Languages
Hissi speak their own language, called Hiss.
Bonus Languages
Abyssal, Common, Draconic, Giant and Skale
Favored Class
Cleric
Level Adjustment
+0