Nemesis Destiny
Adventurer
As a DM, I would allow this in my game under the following line of reasoning:
Risk vs. Reward.
No, you can't just teleport yourself upright, because that would be like getting something for nothing. Albeit, it isn't much, but it sounds at least like a feat-equivalent to me.
However, if you teleport yourself into the air, I would allow an Acrobatics (or maybe Arcana?) check (DC to be determined by experimentation) to land on your feet. If you fail, you take falling damage and are still prone. If you succeed, you essentially get to stand up for free.
Going the Arcana route, instead of teleporting into the air, you could flavour it as trying to re-orient yourself with mojo mid-teleport. If you botch the roll, the resulting damage (as though you'd fallen the 10 or 20 feet) represents the scrambling of your body by the magic's failure to stand you up.
Since it would now be a special case, you could even just set a flat value for the damage so that it stays relevant, say 5 per tier or whatever. With a 'cannot be reduced in any way' rider, of course.
That opens up another neat feat idea for arcane classes; Malicious Teleport (or maybe Scrambling Teleport?).
Benefit: Whenever you teleport a creature, you can choose to inflict 5 damage (per tier) on that creature as a free action.
This whole train of thought though brings up rampant potential for abuse, I suppose. You could theoretically argue that you should be able to cause an enemy to land prone, or re-orient your allies (with the same risks). I guess it would be no worse than teleporting something into the sky or into hindering terrain; they would get a saving throw if unwilling.
Risk vs. Reward.
No, you can't just teleport yourself upright, because that would be like getting something for nothing. Albeit, it isn't much, but it sounds at least like a feat-equivalent to me.
However, if you teleport yourself into the air, I would allow an Acrobatics (or maybe Arcana?) check (DC to be determined by experimentation) to land on your feet. If you fail, you take falling damage and are still prone. If you succeed, you essentially get to stand up for free.
Going the Arcana route, instead of teleporting into the air, you could flavour it as trying to re-orient yourself with mojo mid-teleport. If you botch the roll, the resulting damage (as though you'd fallen the 10 or 20 feet) represents the scrambling of your body by the magic's failure to stand you up.
Since it would now be a special case, you could even just set a flat value for the damage so that it stays relevant, say 5 per tier or whatever. With a 'cannot be reduced in any way' rider, of course.
That opens up another neat feat idea for arcane classes; Malicious Teleport (or maybe Scrambling Teleport?).
Benefit: Whenever you teleport a creature, you can choose to inflict 5 damage (per tier) on that creature as a free action.
This whole train of thought though brings up rampant potential for abuse, I suppose. You could theoretically argue that you should be able to cause an enemy to land prone, or re-orient your allies (with the same risks). I guess it would be no worse than teleporting something into the sky or into hindering terrain; they would get a saving throw if unwilling.
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