Scrapper (3.5e Class)

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The scrapper is a combatant who relies primarily on his fists but is an opportunistic fighter taking advantage of bottles, mugs, chairs, stools, rocks and anything else he can pick up when he's out matched. He will sometimes pick up a sword or a club when it suits his best interest but will likely discard it after it's out lived it's usefulness to him returning to the familiarity of his bare fists. They do not like to wear armor and find it restricting but will wear light armor such as leather at times. A scrapper Will use what ever part of his body is most appropriate to strike with at the time and is not afraid to get close enough to head-butt an orc in the face but will also keep a distance if it's more appropriate at the time. A scrapper is someone who has learned to fight by fighting to discover his own style instead of adhering to the strict structure of most formal training and relies on speed to generate the power behind their strikes. Scrappers often come from troubled backgrounds of street urchins, slum children or, prisoners. Sometimes all three. Anyone could be a scrapper but it is often those from more impoverished walks of life as the only things they have to defend themselves are their surroundings so they learn to throw their fists quickly, accurately, and most often, preemptively. The scrapper is someone who learned that it's often better to stand and fight than to be ran down or backed into a corner. They will often start a fight without the whole story or, even just for fighting sake. They are aggressive competitors, always ready or eager for a fight or argument. A scrapper will spend most of his spare time training or watching the fighting styles of other looking for holes and learning the effective techniques while discarding the rest.

Making a Scrapper[edit]

A scrapper's power is in his fists, everything else is secondary and cast to the side. Since scrappers tend to be from the lower casts of society, often growing up with nothing, they tend to have a bad taste in their mouth for the rich and often the middle class. Which is just as well since they tend to regard them as less. Scrappers will get along with everyone except the rich making exceptions for those who know what it's like to have a difficult life and have earned their riches. Scrappers will hold fighters, monks, and barbarians (and the like) in higher regard than spellcasters. They tend to think magic is cheating in a fight.

Abilities: Dexterity and Constitution are most important for a scrapper, generating power through speed. A scrapper needs to be fast and accurate. Strength is also important to a scrapper who sometimes finds himself in a clinch.

Races: Scrappers can be from any race, but are most often children who were weaker who learned to rely on speed and accuracy to take out stronger foes. Scrappers are most often human, or half elfs.

Alignment: Scrappers can be of any alignment but are almost never lawful. The scrapper's fighting style most often reflects a chaotic alignment.

Starting Gold: 2d4

Starting Age: Simple

Table: The Scrapper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Speed Bonus
Fort Ref Will
1st +1 +2 +2 +0 Flurry of Blows, Unarmed Strike, Unarmed Finesse –1/–1 1d6 +0 +0 ft.
2nd +2 +3 +3 +0 Improved Initiative, Evasion +0/+0 1d6 +0 +0 ft.
3rd +3 +3 +3 +1 Dodge +1/+1 1d6 +0 +10 ft.
4th +4 +4 +4 +1 Ki Strike (Magic), Slow Fall 20 ft. +2/+2 1d8 +0 +10 ft.
5th +5 +4 +4 +1 Weapon Focus (Unarmed Strike) +4/+4 1d8 +1 +10 ft.
6th +6/+1 +5 +5 +2 Bonus Feat, Slow Fall 30 ft. +5/+5/+0 1d8 +1 +20 ft.
7th +7/+2 +5 +5 +2 +6/+6/+1 1d8 +1 +20 ft.
8th +8/+3 +6 +6 +2 Slow Fall 40 ft. +7/+7/+2 1d10 +1 +20 ft.
9th +9/+4 +6 +6 +3 Improved Evasion, Bonus Feat +9/+9/+4 1d10 +1 +30 ft.
10th +10/+5 +7 +7 +3 Ki Strike (Alignment), Slow Fall 50 ft., Weapon Specialization (Unarmed Strike) +10/+10/+5 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +7 +3 Greater Flurry +11/+11/+11/+6/+1 1d10 +2 +30 ft.
12th +12/+7/+2 +8 +8 +4 Abundant Step, Slow Fall 60 ft., Bonus Feat +12/+12/+12/+7/+2 2d6 +2 +40 ft.
13th +13/+8/+3 +8 +8 +4 +13/+13/+13/+8/+3 2d6 +2 +40 ft.
14th +14/+9/+4 +9 +9 +4 Slow Fall 70 ft. +14/+14/+14/+9/+4 2d6 +2 +40 ft.
15th +15/+10/+5 +9 +9 +5 Quivering Palm, Bonus Feat +15/+15/+15/+10/+5 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +10 +5 Ki Strike (Adamantine), Slow Fall 80 ft. +16/+16/+16/+11/+6/+1 2d8 +3 +50 ft.
17th +17/+12/+7/+2 +10 +10 +5 Tongue of the Sun and Moon +17/+17/+17/+12/+8/+3 2d8 +3 +50 ft.
18th +18/+13/+8/+3 +11 +11 +6 Slow Fall 90 ft., Bonus Feat +18/+18/+18/+13/+8/+3 2d8 +3 +60 ft.
19th +19/+14/+9/+4 +11 +11 +6 Empty Body +19/+19/+19/+14/+9/+4 2d8 +3 +60 ft.
20th +20/+15/+10/+5 +12 +12 +6 Cataract of Agility, Slow Fall Any Distance +20/+20/+20/+15/+10/+5 2d10 +4 +60 ft.
  1. The value shown is for Medium scrappers. See Table: Scrapper unarmed damage by size for scrappers of all sizes.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int),Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the scrapper.

Weapon and Armor Proficiency: Scrappers are proficient with club, crossbow (light or heavy), dagger, handaxe, nunchaku, quarterstaff, sai and sling. Scrappers are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a scrapper loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the scrapper adds her Wisdom bonus (if any) to her AC. In addition, a scrapper gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five scrapper levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the scrapper is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a scrapper may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the scrapper might make before her next action. When a scrapper reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A scrapper must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a scrapper may attack only with unarmed strikes.

When a scrapper reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: At 1st level, a scrapper gains Improved Unarmed Strike as a bonus feat. A scrapper's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a scrapper may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a scrapper striking unarmed. A scrapper may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a scrapper's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A scrapper's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A scrapper also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The <classname>. The unarmed damage on Table: The Scrapper is for Medium scrapper. A Small scrapper deals less damage than the amount given there with her unarmed attacks, while a Large scrapper deals more damage; see Table: Unarmed Damage by Size.

Table: Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Bonus Feat: At third level, and every three beyond, a scrapper gains a bonus feat which is drawn from the scrappers's bonus feat list.

Bonus Feat List: Agile Aethletic Blind Fight Blind Sight, 5-ft. radius Combat Expertise Combat Reflexes Deflect Arrows Diehard Dodge Endurance Great Fortitude Improved Critical (Unarmed Strike) Improved Disarm Improved Grapple Improved Iniative Improved Trip Knockdown Lightning Reflexes Mobility Spring Attack Stunning Fist Superior Expertise

Evasion (Ex): At 2nd level or higher if a scrapper makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a scrapper is wearing light armor or no armor. A helpless scrapper does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a scrapper gains an enhancement bonus to her speed. A scrapper in armor or carrying a medium or heavy load loses this extra speed.

Ki Strike (Su): At 4th level, a scrapper's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s scrapper level. At 10th level, her unarmed attacks are also treated as her own alignment weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex): At 4th level or higher, a scrapper within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The scrapper's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her scrapper level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Improved Evasion (Ex): At 9th level, a scrappers's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless scrapper does not gain the benefit of improved evasion.

Abundant Step (Su): At 12th level or higher, a scrapper can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her scrapper level (rounded down).

Quivering Palm (Su): Starting at 15th level, a scrapper can set up vibrations within the body of another creature that can thereafter be fatal if the scrapper so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the scrapper strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the scrapper can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her scrapper level. To make such an attempt, the scrapper merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the scrapper's level + the scrapper's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Tounge of the Sun and Moon (Ex): A scrapper of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a scrapper gains the ability to assume an ethereal state for 1 round per scrapper level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her scrapper level.

Cataract of Agility (Su): Once per day, for a number of rounds equal to her scrapper level, a scrapper may create a thin fog around them that obscures vision and increases speed and agility. The scrapper gains 50% concealment, and all strikes that target her suffer a 50% miss chance, and a -5 penalty to attack rolls. The scrapper is considered hasted while Cataract of Agility is active.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

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Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

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<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

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Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

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<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

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EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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