Hisskra shaman: Difference between revisions
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==Hunting strategies== |
==Hunting strategies== |
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Like the other [[Hisskra]] the shaman are protected by thick, scaly, plates. A physical swing can be negated by this armor or can even jar a weapon loose. This can be a devastating problem if there are other hisskra present. It is often advised to use throw away weapons and have them e-bladed. Hisskra, and the shaman are no exception, actually will work together and drag off stunned or prone allies to safety. The shaman have a habit of casting Minor Sanctuary if any of their allies in the room are deceased and subsequently raising them. |
Like the other [[Hisskra]] the shaman are protected by thick, scaly, plates. A physical swing can be negated by this armor or can even jar a weapon loose. This can be a devastating problem if there are other hisskra present. It is often advised to use throw away weapons and have them e-bladed. Hisskra, and the shaman are no exception, actually will work together and drag off stunned or prone allies to safety. The shaman have a habit of casting [[Minor Sanctuary (213)|Minor Sanctuary]] if any of their allies in the room are deceased and subsequently raising them. |
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Their thick scaly hide, however, makes small weapons and arrows a difficult prospect (even for like-level ambushers). Spell-casters must be wary of the hisskra tail-sweep maneuver, which can put you on the ground. By themselves, the shaman don't put up much of a challenge, but combined with their brethren they can leave you dead with a weapon/runestaff on the ground. |
Their thick scaly hide, however, makes small weapons and arrows a difficult prospect (even for like-level ambushers). Spell-casters must be wary of the hisskra tail-sweep maneuver, which can put you on the ground. By themselves, the shaman don't put up much of a challenge, but combined with their brethren they can leave you dead with a weapon/runestaff on the ground. |
Revision as of 16:51, 30 December 2007
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Nearly as tall as a typical human, the humanoid reptilian hisskra shares many characteristics with mankind. A long snout filled with an array of sharp teeth dominates the hisskra's facial features, giving him the appearance of a bipedal iguana. Well-defined pectorals and a muscular torso are nearly man-like, but for the dull, dark green scales that fade to a paler shade at the throat, and the ridge of mottled, boney spines that runs from between the hisskra shaman's shoulder blades to the tip of his four-foot tail. The hisskra's muscular limbs end in thick-fingered, partially-webbed hands and feet tipped with blackened claws, which are formidable weapons should the creature lose his more civilized martial implements. A primitive necklace formed of the bones of various sea creatures hangs around the shaman's neck, signifying his rank.[1]
Hunting strategies
Like the other Hisskra the shaman are protected by thick, scaly, plates. A physical swing can be negated by this armor or can even jar a weapon loose. This can be a devastating problem if there are other hisskra present. It is often advised to use throw away weapons and have them e-bladed. Hisskra, and the shaman are no exception, actually will work together and drag off stunned or prone allies to safety. The shaman have a habit of casting Minor Sanctuary if any of their allies in the room are deceased and subsequently raising them.
Their thick scaly hide, however, makes small weapons and arrows a difficult prospect (even for like-level ambushers). Spell-casters must be wary of the hisskra tail-sweep maneuver, which can put you on the ground. By themselves, the shaman don't put up much of a challenge, but combined with their brethren they can leave you dead with a weapon/runestaff on the ground.
Other information
References
Near-level creatures - edit |
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