Stand up from Prone without AOO

Hi,

We use tumble DC20 to tumble from a prone position and end up standing. We chose DC20 because it would me more difficult tumbling from a proned position than beginning a tumble from a upright position(DC15). Maybe tumbling through a enemies square while proned should be DC30
You need to move at at least out of range of the monster or still cop AAO
as you stand up.
Success avoids AOO and now standing
Failure cops AOO and now standing

Zlorf
 

log in or register to remove this ad

Celtavian said:
We play it where it happens as you are trying to rise. We allow the person to be knocked back down as an AOO. For example, a wolf could trip you again as you are rising. Probably our house rule, but I didn't really see anything that said you couldn't trip the person again.

The reason is because:

...An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).

and

Attacks of Opportunity: Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed. The attack of opportunity comes before your attack.

and

Attacks of Opportunity: Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a Concentration check (DC 10 + points of damage taken + spell level) or lose the spell.

That all adds up to the AoO must occur before the action that provokes it is completed. If you knock someone down (trip them) before they get up, you haven't really done anything and they can get up - this is a good rule - you would not want your PC to be on the receiving end of an NPC that could keep you on the ground.
 
Last edited:

Artoomis said:
That all adds up to the AoO must occur before the action that provokes it is completed. If you knock someone down (trip them) before they get up, you haven't really done anything and they can get up - this is a good rule - you would not want your PC to be on the receiving end of an NPC that could keep you on the ground.

We play the game intuitively alot of the time rather than legally, we felt that it was reasonable to be able to push a person trying to get up back onto the ground. That is why we played it that way without bothering to look up whether it was a rule or not. Intuitively, it seemed the right way to arbitrate the rule.
 

From the SRD (Epic):

Tumble

The character can fall from great heights without taking damage, move greater distances with an adjustment, or “climb” vertical surfaces with a series of bounces.

DC Task
30 Treat a fall as if it were 20 feet shorter when determining damage.
35 Free stand.
45 Treat a fall as if it were 30 feet shorter when determining damage.
50 Climb vertical surface.
60 Treat a fall as if it were 40 feet shorter when determining damage.
100 Ignore falling damage.

Free Stand: The character can stand up from prone as a free action (instead of as a move-equivalent action).

Climb Vertical Surface: The character can climb up to 20 feet (as part of normal move-ment) by jumping and bouncing off walls, trees, or similar vertical surfaces. The character must have at least two vertical surfaces to bounce off, and the two must be within 10 feet of each other.

Ignore Falling Damage: The character can fall from any height and take no damage.

Special: A character with 25 or more ranks in Tumble gains a +5 dodge bonus when executing the fight defensively standard or full-round action, instead of a +2 bonus (or the +3 bonus from having 5 or more ranks). Increase this dodge bonus by +1 for every 10 additional ranks above 25 the character has. A character with 25 or more ranks in Tumble gains a +10 dodge bonus to AC when executing the total defense standard action, instead of a +4 bonus (or the +6 bonus from having 5 or more ranks). Increase this dodge bonus by +2 for every 10 additional ranks above 25 the character has.
 

Celtavian said:
We play the game intuitively alot of the time rather than legally, we felt that it was reasonable to be able to push a person trying to get up back onto the ground. That is why we played it that way without bothering to look up whether it was a rule or not. Intuitively, it seemed the right way to arbitrate the rule.

Yeah, it's reasonable, it's just a bit tough balance-wise.

It's really a no-win situation if fighting against someone specialized in trip attacks then unless you are very good at resisting them.

Bye
Thanee
 

Thanee said:
Yeah, it's reasonable, it's just a bit tough balance-wise.

It's really a no-win situation if fighting against someone specialized in trip attacks then unless you are very good at resisting them.

Bye
Thanee

I think that's when you enter the must-grapple scenario. Take the AoO if you have to and score a touch attack while prone to grapple the trip-meister. From there make an escape artist or grapple check to separate, and then stand as your move equivalent action. Pain in the rear, but at least your opponent has to stop tripping you for a round and you are now standing.
 

Remove ads

Top