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<blockquote data-quote="Aries_Omega" data-source="post: 3158336" data-attributes="member: 15693"><p><strong>Typical Vorox</strong></p><p></p><p>Awesome stuff. Anyone else? I been playing with doing Vorox as well. I can see them being from a far off land, like for example in Eberron being from Xendrik. Here is what I came up with for Vorox</p><p></p><p>Vorox Warrior (typical) CR: 4</p><p>2nd Warrior</p><p>Large Monstrous Humanoid</p><p>Any neutral</p><p>Init: +0 Senses: scent, Listen +6, Spot +6</p><p>Language: Common, Vorox</p><p>AC: 13 (-1 size, +2 natural, +2 large shield), 11 flatfooted, 9 touch</p><p>HP: 25 (4 HD)</p><p>Fort:+4 Ref:+3 Will:+3</p><p>Speed: 40 ft (50 ft on six limbs, 30 ft on two limbs) climb 20 ft (25 ft on six limbs, 15 on two limbs)</p><p>Melee: longsword +7 (1d8+3, crit 19-20) and 2 secondary claws +5 (1d4+1 and poison) or primary claw +7 (1d4+3 and poison) and 3 secondary claws. +5 (1d4+1)</p><p>Ranged: double bow +4 (1d8) or +4/+2 double bow (1d8)</p><p>Space/Reach 10ft./5ft. (5ft/10 ft on two legs)</p><p>Base Atk: +4 Grp: +11</p><p>Abilities: Str 17 (+3), Dex 10 (+0), Con 13 (+1), Int 9 (-1), Wis 10 (+0), Cha 6 (-2)</p><p>Feats: Alertness, Multiattack</p><p>Skills: Climb +7, Jump +4, Listen +6, Spot +6, Survival +4</p><p>Possessions: longword, double bow, quiver w/20 arrows, bag with various tribal fetishes</p><p></p><p>Scent (Ex): This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. Per Monster Manual and SRD</p><p></p><p>Poison (Ex): Vorox claws produce a DC 14 poison that cause 2 Dex damage initial damage and 2d4 damage secondary.</p><p></p><p>Skills: Vorox have a +3 racial bonus on Climb, Listen, Spot and Survival checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p>-------------------------------------------------------------------------</p><p></p><p></p><p>I substituted a longsword for the glangesh sword and used elven double bow stats for a fruthanga bow. I used nonelite array with an inital array of STR 13, Dex 10, CON 11, Int 11, Wis 10 and CHA 8. The racial bonuses are +4 Str, +2 Con, -2 Int and -2 Wis. I made them large long creatures on two or more legs and because of this they do not have more then the usual 5 ft. reach. When they are on two legs the are large tall creatures and have a 10ft reach. A few things I need help with.....</p><p></p><p>1. Did I do the skill points correctly? For that matter is my stat block off?</p><p>2. Assuming in keeping with that Vorox cannot lean mystical skills (ie divine magic, arcane magic or psionics) what CR would you make his and as a player character race what ECL would it be?</p><p>3. How often can the poison be used? Should it be like a thri-kreen with a 1/day use? In the FS books I am under the impression it is on all the time. With that should they have a poison save bonus or immunity of some kind?</p><p>4. What do you think about the space and reach?</p><p>5. I used the non-elite arrangement. Would you do the same and/or arrange them differently?</p></blockquote><p></p>
[QUOTE="Aries_Omega, post: 3158336, member: 15693"] [b]Typical Vorox[/b] Awesome stuff. Anyone else? I been playing with doing Vorox as well. I can see them being from a far off land, like for example in Eberron being from Xendrik. Here is what I came up with for Vorox Vorox Warrior (typical) CR: 4 2nd Warrior Large Monstrous Humanoid Any neutral Init: +0 Senses: scent, Listen +6, Spot +6 Language: Common, Vorox AC: 13 (-1 size, +2 natural, +2 large shield), 11 flatfooted, 9 touch HP: 25 (4 HD) Fort:+4 Ref:+3 Will:+3 Speed: 40 ft (50 ft on six limbs, 30 ft on two limbs) climb 20 ft (25 ft on six limbs, 15 on two limbs) Melee: longsword +7 (1d8+3, crit 19-20) and 2 secondary claws +5 (1d4+1 and poison) or primary claw +7 (1d4+3 and poison) and 3 secondary claws. +5 (1d4+1) Ranged: double bow +4 (1d8) or +4/+2 double bow (1d8) Space/Reach 10ft./5ft. (5ft/10 ft on two legs) Base Atk: +4 Grp: +11 Abilities: Str 17 (+3), Dex 10 (+0), Con 13 (+1), Int 9 (-1), Wis 10 (+0), Cha 6 (-2) Feats: Alertness, Multiattack Skills: Climb +7, Jump +4, Listen +6, Spot +6, Survival +4 Possessions: longword, double bow, quiver w/20 arrows, bag with various tribal fetishes Scent (Ex): This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. Per Monster Manual and SRD Poison (Ex): Vorox claws produce a DC 14 poison that cause 2 Dex damage initial damage and 2d4 damage secondary. Skills: Vorox have a +3 racial bonus on Climb, Listen, Spot and Survival checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. ------------------------------------------------------------------------- I substituted a longsword for the glangesh sword and used elven double bow stats for a fruthanga bow. I used nonelite array with an inital array of STR 13, Dex 10, CON 11, Int 11, Wis 10 and CHA 8. The racial bonuses are +4 Str, +2 Con, -2 Int and -2 Wis. I made them large long creatures on two or more legs and because of this they do not have more then the usual 5 ft. reach. When they are on two legs the are large tall creatures and have a 10ft reach. A few things I need help with..... 1. Did I do the skill points correctly? For that matter is my stat block off? 2. Assuming in keeping with that Vorox cannot lean mystical skills (ie divine magic, arcane magic or psionics) what CR would you make his and as a player character race what ECL would it be? 3. How often can the poison be used? Should it be like a thri-kreen with a 1/day use? In the FS books I am under the impression it is on all the time. With that should they have a poison save bonus or immunity of some kind? 4. What do you think about the space and reach? 5. I used the non-elite arrangement. Would you do the same and/or arrange them differently? [/QUOTE]
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