Author Topic: Feats for a CR 12 (20 HD) Redcap?  (Read 2589 times)

Offline ksbsnowowl

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Feats for a CR 12 (20 HD) Redcap?
« on: December 04, 2012, 01:36:24 AM »
Making a fully-advanced Redcap, and need to figure out what feats to give him.  The last time I did this, I gave them proficiency with the Long Axe (exotic weapon that has reach if you Power Attack for at least 3) and Combat Reflexes.  It was fun, especially since Redcaps gain +1 Str, Dex, and Con for each HD above 4th.

This time I was wanting to go with either Karmic Strike or Robilar's Gambit, but he cannot qualify for either of those (not enough BAB for Robilar's; not intelligent enough for Combat Expertise to qualify for Karmic).  I know I could cheat and boost his Intelligence, but that just feels dirty.  Or should a Redcap get a level-bump to any stat every 4 HD just like everyone else, in addition to his awesome racial advancement? (Note, the sample advanced specimen does NOT show he gained a +1 stat boost every 4 HD.)

Here are the stats thus far:


         Young Redcap
         Small Fey Small Fey
Hit Dice:       20d6+200 (270 hp)
Initiative:       +13
Speed:       30 ft. (6 squares)
Armor Class:    29 (+1 size, +9 Dex, +9 natural), touch 20, flat-footed 20
BAB/Grapple:    +10/+20
Attack:       Medium scythe +21 melee (2d4+15/×4) or Medium sling +21 ranged (1d6+16)
Full Attack:       Medium scythe +21/+16 melee (2d4+15/×4) or Medium sling +21 ranged (1d6+16)
Power Attack:    Medium scythe +19/+14 melee (2d4+19/×4)*
Leap Attack:    Medium scythe +21 melee (2d4+21/×4)*
Space/Reach:    5 ft./5 ft.
Special Attacks:    Eldritch stone, powerful build
Special Qualities:    Damage reduction 15/cold iron, low-light vision
Saves:       Fort +16, Ref +21, Will +13
Abilities:       Str 30, Dex 29, Con 30, Int 11, Wis 12, Cha 13 
Skills:       Hide +36, Intimidate +15, Jump +19*, Listen +24, Move Silently +32, Spot +24, Survival +16
Feats:       Improved Initiative, Power Attack, Track, 9, 12, Leap Attack, 18
Environment:    Temperate hills
Organization:    Solitary, gang (3 or 5), or band (7, 9, or 11)
Challenge Rating:   12 [GCR 11]
Treasure:       1/2 coins only (plus 1 redcap tooth)
Alignment:       Always chaotic evil
Advancement:    5–20 HD (Small) 
Level Adjustment:   +4
*Includes (-2) adjustments for Power Attack feat.

Speaks Common and Sylvan

*note to self: his 9 ranks in Jump were purchased cross-class.

Any other suggested feats?  Combat Brute might be worth it, as he'll likely get the jump on the party, with his awesome Hide modifier and Initiative check.
« Last Edit: December 11, 2012, 10:48:46 AM by ksbsnowowl »

Offline ksbsnowowl

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Re: Feats for a CR 12 (20 HD) Redcap?
« Reply #1 on: December 11, 2012, 10:49:01 AM »
Bump?

Offline Ithamar

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Re: Feats for a CR 12 (20 HD) Redcap?
« Reply #2 on: December 11, 2012, 01:24:59 PM »
Endurance + Steadfast Determination if your PC's toss out lots of stuff requiring will saves.

I know you don't use ToB, but do you use Psionics or Incarnum?

Offline ksbsnowowl

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Re: Feats for a CR 12 (20 HD) Redcap?
« Reply #3 on: December 11, 2012, 06:33:28 PM »
Endurance + Steadfast Determination if your PC's toss out lots of stuff requiring will saves.

I know you don't use ToB, but do you use Psionics or Incarnum?
No.  This game doesn't use sub-systems.  They just didn't fit the feel and flavor I was shooting for, and gestalt gave them plenty of options, after all.

Steadfast Determination is actually a pretty good option, here.  Gives him an effective +9 to his Will saves over what he is normally.

Offline Daedrin

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Re: Feats for a CR 12 (20 HD) Redcap?
« Reply #4 on: December 12, 2012, 12:02:34 AM »
If its allowed you can try Battle Jump from the Unapproachable East 3.5 book, if can prove fruitful with the insane strength he has.


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Offline ksbsnowowl

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Re: Feats for a CR 12 (20 HD) Redcap?
« Reply #5 on: December 12, 2012, 09:35:48 AM »
You have no idea how fitting Battle Jump is.  Thanks for reminding me of it.  :D

[FR regional prerequisites in a homebrew setting? Bah! Blasphemy, I tell you.]

Offline ksbsnowowl

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Re: Feats for a CR 12 (20 HD) Redcap?
« Reply #6 on: March 01, 2013, 12:22:53 PM »
      Eldest Redcap
      Small Fey
Hit Dice:    20d6+200 (270 hp)
Initiative:    +13
Speed:       30 ft. (6 squares)
Armor Class:    29 (+1 size, +9 Dex, +9 natural),
         touch 20, flat-footed 20
BAB/Grapple:    +10/+20
Attack:       Medium scythe +21 melee (2d4+15/×4)
         or Medium sling +21 ranged (1d6+16)
Full Attack:    Medium scythe +21/+16 melee (2d4+15/×4)
         or Medium sling +21 ranged (1d6+16)
Power Attack:   Medium scythe +19/+14 melee (2d4+19/×4)*
Leap Attack:   Medium scythe +21 melee (2d4+21/×4)*
Space/Reach:    5 ft./5 ft.
Special Attack:   Eldritch stone, powerful build
Special Qual:    Damage reduction 15/cold iron,
         low-light vision
Saves:       Fort +16*, Ref +21, Will +22      *does not fail Fort saves on a natural 1
Abilities:    Str 30, Dex 29, Con 30, Int 11, Wis 12, Cha 13
Skills:       Hide +36, Intimidate +15, Jump +19*,
         Listen +24, Move Silently +32,
         Spot +24, Survival +16
Feats:       Improved Initiative, Power Attack, Track,
         Endurance, Steadfast Determination,
         Leap Attack, Battle Jump
Environment:    Temperate hills
Organization:    Solitary, gang (1 plus 2 or 4 young redcaps), or band (2 plus 3, 5, 7, or 9 young recaps)
Challenge Rate:   12
Treasure:    1/2 coins only (plus 1 redcap tooth)
Alignment:    Always chaotic evil
Advancement:    -
Level Adjust:    +4

*Includes adjustments for Power Attack feat.
*note to self: his 9 ranks in Jump were purchased cross-class.