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+6 Strength, +2 Dexterity, +4 Constitution, +2 Intelligence, 2 Wisdom, 2 Charisma. |
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Speed: Scro land speed is 30 feet. |
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Darkvision: Scro can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight, and scro can function just fine with no light at all. |
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Racial Hit Dice: A scro begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +3. |
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Racial Skills: A scro's humanoid levels give it skill points equal to 6 x (2+ Int modifier, minimum 1). Its class skill are Bluff, Climb, Craft, Intimidate, Jump, Listen, Profession, Sense Motive, Spot. |
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Racial Feats: A scro's humanoid levels give it two feats. |
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Armor and Weapon Proficiency: Scro's are proficient with all simple weapons and martial weapons, with light armor, and with shields. |
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Spell resistance equal to 6 + its racial hit dice. |
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+1 natural armor bonus. |
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Natural Weapons: Bite (1d3). |
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Weapon Familiarity: Scro may treat orcish double axe and orcish shotput (See chapter 7: Equipment of the Players Handbook and chapter 5: Tools of the Trade of the Sword and Fist) as martial weapons, rather than exotic weapons. |
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Orc Blood: For all effects related to race, a scro is considered an orc. Scro, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs. (See the Monster Manual for more information about orcs, and the Dungeon Master's Guide for more on magic items). |
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Automatic Languages: Common and Orc. Bonus Languages: Dohwar, Dralasite, Dwarven and Elven. Scro learn the languages of thier enemies. |
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Favored Class: Scro and Figher. A scro's scro class level and fighter class level do not count when determining whether it takes an XP penalty for multiclassing. Scro practice the art of combat and physical development. |
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Level Adjustment: +2. |