Creatures Fairy/RedCap

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Red Caps[1] are ugly beastly creatures. They are small, green, cousins of goblins that have a very strong taste for blood.


Contents

[edit] Anime D20 Stats

The Anime D20 stats listed here are concidered Open Game Content with regards to the Open Gaming License.

[edit] Redcap Racial Template

  • Note 1: This creature can be easily imported into your BESM D20 campaign.[2]
  • Note 2: This creature can be easily imported into your standard D20 3.0 or 3.5 campaign.[3]

[edit] Ability Score Racial Modifiers

 Dexterity + 4   Strength - 2
 Charisma  - 2   Wisdom   - 2   
 Power     + 4   
 
 *Note 3: POW can be ignored if it's not in your game.[4]


[edit] Racial Abilities

[edit] Flaws and Disadvantages

Marked (3BP). Red Caps are very obvious and stand out a bit. It is not hard to notice the muscle bound, knuckle dragging goblin with a homicidal grin permanently affixed to their face. There is no hiding it without extreme effort.

Cold Iron Weakness (4BP). Redcaps are vicious beasts, but are still subject to Cold Iron Weakness.

  • They take double damage from cold iron[5] weapons.
  • Casters cannot cast spells while wearing or wielding cold iron armor or weapons.
  • They are helpless when bound with cold iron (cages, chains, shackels, etc).
  • When directly contacting cold iron, the pain causes -10 to all rolls.
  • Steel or Wrought Iron does +1 damage, and causes -1 to all rolls while touching their skin.

[edit] Advantages

Dark Vision (1CP). They can see in absolute darkness as easily as in a brightly lit room. This ability shows images in as a black and white image when no light is available, and causes no unusuall problems when going form darkness to normal light.

Poisonous Bite (3/day) (4CP). The Redcap’s bit can be poisonous. Three times per day the Redcap may bite an opponent and inject a poison into their system. The bite is a melee attack roll (bite), and does 1d8+STR damage. The attack is a penetrating attack that ignores the first 10 points of Armor (DR) when determining damage dealt. If any of the damage makes it through, the target also takes 1D4 temporary CON damage. Their Constitution recovers according to the normal rules for stat damage.

Improved Initiative (as feat) (2CP).


[edit] Redcap Racial Classes

[edit] Redcap Associated Creatures

[edit] References

  1. http://en.wikipedia.org/wiki/Redcap
  2. Note 1: In my games I do not use the concept of favored classes. If your game does use favored classes, then the GM will need to either designate a favored class for the race, or treat them as having Favored Class "Any" the same as humans. If this is the case, then increase the cost of the template by one point. This would result in it costing 1 point as a racial template, or being equivalent to 6 points worth of abilities for a GM who is creating monsters by hand. In case you didn't realize, BP is bonus Points, and CP is character points.
  3. Note 2: If you wish to use this creature as a race for players or NPC's (or just monsters) in a standard D20 3.0 or 3.5 campaign, then just ignore the point value. This template is a CR 0 creature, the same as a human, goblin, or elf. This means that there is no level adjustment for taking the race.
  4. Note 3: Power is an attribute used in my customized system. It roughly represents magical force of power. If this does not exist in your campaign, then you can ignore it, and give the character an extra +2 BP (Bonus Points). If you are playing a standard D20 campaign, then just ignore Power (POW) all together.
  5. Cold Iron is a relatively unprocessed form of iron, such as pig iron. because of it's unfinished state it is hard to work into a weapon, and breaks easily compared to wrought iron, cast iron, or steel. To creatures with this weakness, cold iron is just as solid as real iron.