Friday, July 25, 2014

How's the Weather Up There?

Although stilts are designed for performances, for an agile user they can grant unique advantages in combat. Stilts are generally ten feet tall, placing a character on stilts out of reach of melee attacks from most Medium creatures. With a DC 10 Balance check, a character can move at his normal speed while wearing stilts; failure by 5 or more indicates a fall for 1d6 damage. A character on stilts can move through crowds with ease, and generally gains a +1 bonus on attack rolls with melee weapons against Large or smaller creatures due to the advantage of higher ground (although the stiltwalker generally needs reach weapons to target Medium creatures).

A foe can attempt to target a stilt as if it were a weapon. A stilt has hardness 5 and 10 hit points, and each time it is struck, the stiltwalker must make a DC 12 Balance check to avoid a fall. If a stilt is destroyed, the stiltwalker automatically falls. While on stilts, you suffer a -4 penalty to resist bull rush, overrun, and trip attempts, but you may substitute your Balance check in place of the normal check to resist the attack if you wish.

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