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stilt walker
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<blockquote data-quote="Quickleaf" data-source="post: 1934580" data-attributes="member: 20323"><p>I'm working on a writing project and thought "stilts"! Has anyone seen a writeup for how to deal with stilts in a game? There are these wizards (sorta anti-druids) whose power is based on being removed from the earth, and they rely on stilts when facing enemies. </p><p></p><p>My first thoughts are to require Balance checks as if riding a mount in combat, while a "Stilt Walker" feat will allow you to take 10 on Balance checks under duress and allow you to attempt a Balance check once per round to negate a hit to your stilts (like Mounted Combat feat, the Balance check result becomes the stilt's AC if higher than their base AC). Anytime the stilt walker slips or is knocked off stilts, they are treated as if they had deliberately fallen (i.e. nonlethal damage instead of lethal damage). </p><p></p><p>The benefits of using stilts might be something like...can only be attacked on Jump check reaching 8 feet vertically, ranged weapons, or reach weapons. Also gains the benefit of high ground (+1 attack), and can see over some types of cover, particularly other creatures being used as soft cover. Maybe speed could be halved when in stilts? So a 30 ft/rd creatures becomes a 15 ft/rd, and 30 ft/rd if it hustles, though running is impossible.</p><p></p><p>Since stilts are made of soft wood, they might have a Break DC of 20, a Hardness of 4, and 15 HP each. If one stilt is destroyed the DC of all Balance checks increases by +10, and the stilt walker must make a Balance check on the spot to regain their balance. Falling out of a pair of stilts is treated as a 10 foot fall.</p><p></p><p>What else can you think of?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 1934580, member: 20323"] I'm working on a writing project and thought "stilts"! Has anyone seen a writeup for how to deal with stilts in a game? There are these wizards (sorta anti-druids) whose power is based on being removed from the earth, and they rely on stilts when facing enemies. My first thoughts are to require Balance checks as if riding a mount in combat, while a "Stilt Walker" feat will allow you to take 10 on Balance checks under duress and allow you to attempt a Balance check once per round to negate a hit to your stilts (like Mounted Combat feat, the Balance check result becomes the stilt's AC if higher than their base AC). Anytime the stilt walker slips or is knocked off stilts, they are treated as if they had deliberately fallen (i.e. nonlethal damage instead of lethal damage). The benefits of using stilts might be something like...can only be attacked on Jump check reaching 8 feet vertically, ranged weapons, or reach weapons. Also gains the benefit of high ground (+1 attack), and can see over some types of cover, particularly other creatures being used as soft cover. Maybe speed could be halved when in stilts? So a 30 ft/rd creatures becomes a 15 ft/rd, and 30 ft/rd if it hustles, though running is impossible. Since stilts are made of soft wood, they might have a Break DC of 20, a Hardness of 4, and 15 HP each. If one stilt is destroyed the DC of all Balance checks increases by +10, and the stilt walker must make a Balance check on the spot to regain their balance. Falling out of a pair of stilts is treated as a 10 foot fall. What else can you think of? [/QUOTE]
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