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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