Author Topic: Feats for a CR 12 (20 HD) Redcap?  (Read 2587 times)

Offline ksbsnowowl

  • DnD Handbook Writer
  • ****
  • Posts: 4776
  • Warrior Skald, teller of tales.
    • View Profile
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

  • DnD Handbook Writer
  • ****
  • Posts: 4776
  • Warrior Skald, teller of tales.
    • View Profile
Re: Feats for a CR 12 (20 HD) Redcap?
« Reply #1 on: December 11, 2012, 10:49:01 AM »
Bump?

Offline Ithamar

  • Hero Member
  • ***
  • Posts: 885
  • I'm not new!
    • View Profile
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

  • DnD Handbook Writer
  • ****
  • Posts: 4776
  • Warrior Skald, teller of tales.
    • View Profile
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

  • Lurker
  • *
  • Posts: 6
    • View Profile
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.


The sword hums as it goes by

Offline ksbsnowowl

  • DnD Handbook Writer
  • ****
  • Posts: 4776
  • Warrior Skald, teller of tales.
    • View Profile
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

  • DnD Handbook Writer
  • ****
  • Posts: 4776
  • Warrior Skald, teller of tales.
    • View Profile
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.