Stilts obviously require training and Balance and in D&D Rules Cyclopedia terms would qualify as continuous use of the Balance Skill until your character qualified as a skilled user.
It involves the use of two stilts and a third pole that is used to maintain ones balance when stationary and in motion, but can also used as a weighted pendulum club to assault those at ground level (used to deal with wolves usually).
Combat
Stilt-Walker's Staff: Treat it as a Staff or club for damage though it swings long and probably last in Melee combat.
Kicking with a stilt: a kick should inflict on scale with a staff or club (1d4). Stilts of Wood should be AC8 and 5hp so they are vulnerable to any attack with a weapon.
A Magic-user could use stilts to travel though Spells that require hands free and unencumbered to cast a spell would require a balance check. The same for the use of any weapon other than the stilt-walker's staff.
Movement
A stiltwalker in China achieved forty nine miles in a day (6.125 × 8 mile hexes) on stilts but we can consider him very skilled and minimally encumbered. Though it varies with stilt length, 6x walking speed could be a good maximum for minimally encumbered stilt walking on a road by a very skilled walker. Medium encumbrance 3x walking speed. And 1.5x walking Speed for fully encumbered.
Stilt-walking Movement Rate
Encumbrance Untrained* Basic** Skilled Expert Master G.Master
Minimum 1/4x 1x 2x 3x 4x 6x
Medium - 1/2x 1x 1.5x 3x 4x
Fully - 1/4x 1/2x 1x 2x 2x
Overloaded* - - 1/4x 1/2x 1x 1.5x
* Stilts break under the load of the traveller on a failed balance check 1/turn.
** -4 Penalty on balance checks until skilled.
Improving Stilt-Walking Skill Mastery
Untrained Skill Basic Skilled Expert Master G.Master
-4 penalty Balance +1 +2 +3 +6 +12
- Kick 1d4 1d4+1 1d6 1d6+1 1d8
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