RedcapHD: d6
Level BAB Fort Ref Will Features
1 +0 +0 +2 +2 Twisted Gnat, Eldritch Stone, Bloody Cap
2 +1 +0 +3 +3 Fey Skin, Str +1, Bonus Feat
3 +2 +1 +3 +3 Str +1, Dex +1, Con +1
4 +3 +1 +4 +4 Eldritch Weapon, Bonus Feat
5 +3 +1 +4 +4 Str +1, Con +1
6 +4 +2 +5 +5 Str +1, Dex +1, Bonus Feat
7 +5 +2 +5 +5 Budding
Class Skills (4+ Int Modifier): Hide, Intimidate, Listen, Move Silently, Spot, Survival.
Proficiencies: A redcap is proficient with simple and martial weapons and with light armor, but not with shields.
Twisted Gnat: The redcap loses all racial modifiers and gains the following:
Type: Fey.
Low-light Vision.
Land speed: 30 feet.
Size: Small.
Powerful Build: The physical stature of redcaps lets them function in many ways as if they were one size category larger.
Whenever a redcap is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the redcap is treated as one size larger if doing so is advantageous to him.
A redcap is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A redcap can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.[/list]
Finally, a redcap has a natural armor bonus equal to his constitution modifier.
Eldritch Stone (Su): At first level, the redcap gives a +1 enhancement bonus to attack and damage rolls to all stones he flings from any sling. At 5 HD and every 5 HD afterwards, this enhancement bonus increases by +1.
At 4th level in this class, the die of damage dealt by stones the redcap flings from any slings increases by one step.
Bloody Cap (Ex): As a full-round action the redcap can dip his cap in the blood of a victim who died no longer than 1 minute per HD of the redcap before, to gain strength from the suffering and death. Whenever the redcap does so, he gains a +1 morale bonus on attack rolls, saves and skill checks for 24 hours, this bonus stacks with itself, but never beyond half of the redcap’s class level (minimum +1), and it does not stack with morale bonuses gained from other sources.
The redcap only gains any benefit from this ability if the victim's CR is at least 2 lower than the redcap's character level.
At 6th level, the morale bonus from Bloody Cap can stack to a maximum equal to half of the Redcap's HD.
Fey Skin (Ex): At second level, the redcap gains damage reduction X/cold iron, where X is equal to half of his HD (rounded down).
Ability Score Increases: The redcap gains a +1 to Strength at levels 2, 3, 5 and 6, he gains a +1 to Dexterity at levels 3 and six and a +1 to Constitution at levels 3 and 5.
Bonus Feats: The redcap gains a bonus feat at levels 2, 4 and 6. This feat can be any fighter bonus feat for which the redcap qualifies.
Eldritch Weapon (Su): At 4th level, any melee weapon the redcap wields gains a +1 enhancement bonus to attack and damage rolls. This enhancement bonus increases by 1 for every four HD the redcap has beyond four.
Budding (Ex): Redcaps are asexual beings that propagate by budding. At 7th level the redcap produces a bud from which, 24 hours later, a new redcap emerges. The new redcap has a maximum character level up to 2 lower than his parent and obeys his orders without questioning (up to and including what class levels it takes). The young redcap advances up to sixth level in the redcap monster class before multiclassing into another class he qualifies for. So long as the parent redcap is still alive, the offspring never takes the 7th level in the redcap racial class.
If the redcap’s son dies he can bud a substitute in a process that takes 24 hours to complete.
Comments
What can I say about the redcap... It is a small psychotic fairy. The bully of the fairy world. No spell-like abilities here, unless you count the passive Greater Magic Weapon it has. All the advantages of small size, none of the drawbacks, go powerful build! Pretty damn big strength, decent dexterity, decent con. This is a pure melee warrior, but starts off as an archer type, before being safer in melee, specially after taking the blood of an enemy into the bloody cap.
7th level gives ABSOLUTELY NOTHING other than the cohort son, which, like all cohorts, is a very strong class feature (which eventually doubles in benefit), but for those who don't want the hassle of making a second, lower level character, it can be easily ignored. The disclaimer that the cohorts never take the 7th level while under control of the parent has an obvious purpose, to prevent a chain of cohorts. Goes well with swarmfighting, by the way.
Fighter Bonus feats... Yeah, didn't have a lot else to add. Also relatively many skill points, very few class skills. Focus is, obviously, an ambush warrior.
Basic followups would be Fighter, Ranger or Rogue, or decent classes, like warblade or totemist.
Here ya go, the redcap.
Done by Draken from GITP