Redcaps are fey. They have the following racial traits:

+2 Constitution, +2 Intelligence, -2 Charisma: Redcaps are resilient and cunning, but lack people skills.

Small: Redcaps are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Normal Speed: Redcaps have a base speed of 30 feet.

Low-Light Vision: Redcaps can see twice as far as humans in conditions of dim light.

Bloodthirst: As a swift action, redcaps can dip their hats in the blood of a subject killed within the last round to receive a +2 insight bonus on damage rolls with melee weapons for 1 round.

Endurance: Redcaps receive Endurance (Core Rulebook, pg. 122) as a bonus feat at 1st level.

Powerful Build: The physical stature of redcaps lets them function in many ways as if they were one size category larger. Whenever they are subject to a size modifier, or special size modifier for an opposed combat maneuver check, they are treated as one size larger if doing so is advantageous to them. Redcaps are also considered to be one size larger when determining whether another creature’s special attacks based on size (such as grab or swallow whole) can affect them. Redcaps can use weapons designed for creatures one size larger without penalty. However, their space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Weapon Familiarity: Redcaps are proficient with scythes.

Languages: Redcaps begin play speaking Common and Aklo. Redcaps with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Orc, and Sylvan.


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