| Species | Human |
| Size | Medium |
| Type | Humanoid (Human) |
| Hit Dice | 1d8+2 (30 hp) |
| Speed | 30 ft |
| Abilities | Str 13. Dex 15. Con 14. Int 10. Wis 12. Cha 8 |
| Special Qualities | Trapfinding |
| Treasure | Padded Armor, 4 Daggers, Stilts, 2 Alchemist's Fire |
| Alignment | CN |
| Skills |
|---|
| Balance +11, Bluff +3, Escape Artist +8, Jump +5, Perception +5, Perform (juggling) +3, Sleight of Hand +6, Swim +5, Tumble +6 |
| Feats |
|---|
| Agile, Skill Focus (balance) |
| Combat | |
|---|---|
| Initiative | +2 |
| Armor Class (AC) | 6 (10) [+2 dex] Flat-footed. 6 |
| Base Attack | +0%/+6% |
| Full Attack | Dagger (thrown) +16% OR Alchemist’s Fire +16% |
| Special Attacks | Sneak Attack (+20 Crit) |
| Saves | Fort +2 Ref +4 Will +3 |
| Description |
|---|
| Stilts: Stilts are generally treated as 10 feet tall, making the person using them out of melee range from medium or smaller creatures. It is a DC 10 Balance check, a character can move at his normal move speed while on stilts. Failing the check by 5 or more indicates that the character falls, using the following statistics for the attack roll. . . Fall/Crush +10% (max Medium, non-lethal damage). Characters on stilts can move through large crowds with relative ease and receive a +5% bonus to OB due to having the higher ground. A character using stilts needs reach weapons or ranged weapons to hit targets of medium-size or smaller. Stilts can be sundered in the same way weapons and other items can. They have the following statistics. . . HP 30; AT 10; Hardness 5. A character hit on stilts while in combat must make a Balance check with a DC equal to the damage either themselves or the stilt has received or fall prone, taking a fall and crush attack (as above). While on stilts, characters take a -4 penalty to resist bull rush, overrun, and trip attempts. Your balance check may be used to resist these attack forms. |
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