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If an eladrin is prone and then teleports, can he arrive at his destination standing up? Or MUST he be prone and then spend another move action to get up?
There's nothing in the Teleport rules that speaks to removing conditions. If you were prone, poisoned, or blinded, you'll still be suffering after teleporting.
Well, in my game our usually by the book DM lets my feylock auto stand from prone during a teleport. For game world verisimilitude, it seems awfully minor to rotate one's self 90 degrees when defying the laws of reality with almost every round teleports. I do focus on all that with my feats, power choices, and items.
I know it is not RAW, but it seems to make sense for my character. Perhaps I wouldnt expect that from a character that rarely does such things.
I feel like a feat would be a good idea for this concept
Teleportation Initiate - Heroic Tier Feat "After the first 100 times, the nausea starts to fade. After 500, you start to learn a few tricks."
When you spend an action to teleport, you can stand up from prone as part of the same action. In addition, once per encounter, you can double the distance of any teleportation you spend an action to make.
Teleportation Adept - Paragon Tier Fiet(Prerequisites: Teleportation Initiate feat, any power with the Teleportation Keyword)
When knocked prone, pushed, or pulled, you can teleport 1 square as an immediate reaction. This reaction must take place after the entire distance of the push or pull is resolved. In addition, add 1 square to the distance of any teleportation you spend an action to make.
I agree with the feat solution. Don't add benefits to teleporting without requiring something in return. Teleportation is powerful enough without using it to remove conditions.
My DM has ruled (and I agree) that the Eladrin cannot fey step when he's prone. You must be standing in order to walk through the fey realm. I imagine the same would apply to our warlock's shadow walk, but it hasn't come up.
Just be sure you are wearing any one of the number of magic items that states you always land on your feet after a fall (like Catstep Boots, or example). Then, when teleporting, just make sure to specify you want to be 5 feet above your desired destination...
Just be sure you are wearing any one of the number of magic items that states you always land on your feet after a fall (like Catstep Boots, or example). Then, when teleporting, just make sure to specify you want to be 5 feet above your desired destination...
Just be sure you are wearing any one of the number of magic items that states you always land on your feet after a fall (like Catstep Boots, or example). Then, when teleporting, just make sure to specify you want to be 5 feet above your desired destination...
BAM! Your on your feet for free.
It depends on how you interpret this part of the Teleportation rules:
Destination: Your destination must be a space you can occupy without squeezing.
I personally append that text to "...you can occupy without squeezing at the end of your turn.". This prevents being able to teleport up into the air, which introduces many worms in my opinion.
From the WotC Rules board FAQ (if desired): Can you Teleportation from the prone position to an upright position? Teleportation does not remove the prone condition. However your DM might allow you to teleport into the air above the ground in order to use acrobatics to land on your feet. Discussed here.
It depends on how you interpret this part of the Teleportation rules:
Destination: Your destination must be a space you can occupy without squeezing.
I personally append that text to "...you can occupy without squeezing at the end of your turn.". This prevents being able to teleport up into the air, which introduces many worms in my opinion.
You can occupy a square in the air at the end of your turn, although the situation where you WOULD be is only if you're falling far enough that you're still falling at the end of the turn.
You can occupy a square in the air at the end of your turn, although the situation where you WOULD be is only if you're falling far enough that you're still falling at the end of the turn.
True, but you didn't choose to be there; game physics required it.