I am prone now what?


Rules Questions


if I am tripped or knocked prone and the bad guy is standing over me what options do I have? get up and be stabbed? if i have HIPS can I hide? what else are my options for all class types?


Attack. Cast.

Liberty's Edge

Lobolusk wrote:
if I am tripped or knocked prone and the bad guy is standing over me what options do I have? get up and be stabbed? if i have HIPS can I hide? what else are my options for all class types?

I assume by "bad guy is standing over me" you mean he is adjacent.

Stand up (provoking).
Attack.
Crawl away (provoking).
Std action Total Defense and then move action stand (provoking, but better AC).
Obtain cover and then stand; cover prevents AoO. (easier said than done)

You can take many other actions when prone. Many of them provoke. You can't move, run, withdraw, charge, etc. There are some weapons that can't be used. But there are lots of options other than what's specified above.

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Howie23 wrote:
Std action Total Defense

Total Defense is a full-round action. Did you mean Fight Defensively?

In my (admittedly limited) experience, I've most often seen my prone allies stay prone. Usually they've been prone due to getting KO'd and then partially healed, so they only have a couple of hit points and don't want to risk an AoO. Frequent actions in these circumstances have included:

• Attack from prone (-4 penalty, IIRC)
• Just lie there looking non-threatening until there's room to stand safely
• Use special abilities that don't provoke (cleric's channel energy, witch's hexes, etc)
• Suck it up and stand (if they have good AC)
• Ready an action to stand if the enemy uses an AoO on someone else (it might behoove a sturdier character to engineer such a situation)


Jiggy wrote:
Howie23 wrote:
Std action Total Defense

Total Defense is a full-round action.

Actually, Total Defense is a standard action.


I let my PCs use acrobatics to stand as a move action DC is the targets CMD.

Kinda like a move action Kip up or a windmill leg maneuver.

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AerynTahlro wrote:
Jiggy wrote:
Howie23 wrote:
Std action Total Defense

Total Defense is a full-round action.

Actually, Total Defense is a standard action.

Son of a bugbear, so it is! I wonder what I was thinking of...?


Jiggy wrote:


Son of a bugbear, so it is! I wonder what I was thinking of...?

I'd need a more old-school player to chime in on it, but I have a strong feeling that Total Defense used to be a Full Round Action. The first playgroup that I joined played TD as a FRA until I looked it up, and the DM of that group has been playing for years.


Greetings, fellow travellers.

Would it be possible to use Acrobatics to move 5' and stand up without provoking (if your movement is not hampered by medium/heavy load or armor)? It takes a full-round action and DC is 5 higher than normal.

Gains? Hm, your opponent closes (even gets a full attack) and trips you again...

Ruyan.

[EDIT]Ninja'd while checking prone, Acrobatics, and movement in combat.

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AerynTahlro wrote:
Jiggy wrote:


Son of a bugbear, so it is! I wonder what I was thinking of...?
I'd need a more old-school player to chime in on it, but I have a strong feeling that Total Defense used to be a Full Round Action. The first playgroup that I joined played TD as a FRA until I looked it up, and the DM of that group has been playing for years.

I wouldn't know; I started with Pathfinder. Was it different in an early printing of the CRB, maybe? Hm.

@RuyanVe: Are you asking if it's legal in the RAW, or whether it sounds like a good houserule?


It should be legal by RAW, at least how I read the Acrobatics section.


RuyanVe wrote:
It should be legal by RAW, at least how I read the Acrobatics section.

I'm reading that a little differently. The Acrobatics page lists:

Move Through Threatened Squares
...You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5.

Moving through a threatened square is versus the CMD of all adjacent enemies, but in this case it's CMD+5 and takes a full round action. So you can make the acrobatics check and move 5' without provoking an AoO provided you beat the DC, but you couldn't stand up until the following round.

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RuyanVe wrote:
It should be legal by RAW, at least how I read the Acrobatics section.

It says you can use a FRA and an Acro check to move 5' without provoking while prone. It says nothing about standing up at all, let alone as part of that same action. Now, if you have something that lets you stand as a free action, then you could use a FRA with an Acro check to move 5' away, then stand once you're clear. Otherwise, though, you'd need another move action to stand, AFTER the FRA to move 5'.

EDIT: Ninja'd.


You could also delay your action until the cleric casts Blessing of Fervor...provided you have a cleric and he has it prepared.

That lets you stand as a swift action without an AoO.


Hm, if your interpretation of Acrobatics is correct, the complete part does nothing.

Moving 5' while prone and staying prone? Sounds completely stupid, but after re-reading, it indeed says nothing about standing up - must have been me imagining a dextrous guy and combining it with Acrobatics, which in my opinion is all about staying on one's feet/regaining one's footing.

But who in the Nine Hells would apply Acrobatics in such a situation? Can somebody explain me it's benefits?

Ah well, eat the AoO (maybe wait until the opponent has used his AoO on somebody else), get up and attack or move away (using Acrobatics).

Ruyan.


RuyanVe wrote:


But who in the Nine Hells would apply Acrobatics in such a situation? Can somebody explain me it's benefits?

Well, let's say you are knocked prone, but you are able to take a full round action to acrobatics away. The next person on initiative is the group's fighter, who jumps into that 5' gap and provides a meat shield so you can get up next turn.

Or maybe the wizard is about to make the whole area explode and you only need to move 5' to avoid being ker-splatted.

There are reasons to do it, but unless you have ranks in Acrobatics I don't really see it happening... A caster would be better off casting defensively to go invisible, or teleport, or something, while a tougher melee class would be better off going Total Defense and eating the AoO.

Communication with the group is important, though. Coordinating the escape effort (blocking the space as I suggested above or by casting a spell) will make a difference. Maybe the big bad guy standing over you is bleeding profusely and one hit will take him down... delay your action until after the next damage-dealer goes. etc. etc...


RuyanVe wrote:

But who in the Nine Hells would apply Acrobatics in such a situation? Can somebody explain me it's benefits?

It's better than crawling 5 feet and provoking anyway.

The utility of the maneuver would depend on having favorable terrain or friends that would prevent the threatening enemy from being able to move up and threaten you the following round.


RuyanVe wrote:

Hm, if your interpretation of Acrobatics is correct, the complete part does nothing.

Moving 5' while prone and staying prone? Sounds completely stupid, but after re-reading, it indeed says nothing about standing up - must have been me imagining a dextrous guy and combining it with Acrobatics, which in my opinion is all about staying on one's feet/regaining one's footing.

But who in the Nine Hells would apply Acrobatics in such a situation? Can somebody explain me it's benefits?

Ah well, eat the AoO (maybe wait until the opponent has used his AoO on somebody else), get up and attack or move away (using Acrobatics).

Ruyan.

Apparently my on the spot ruling was VERY generous.

Perhaps I will make the DC 10 higher in the future.

Silver Crusade

Delay and see if someone can bull rush the enemy back for you?

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Honestly, there should be a feat (probably with ImpUnarmedStr as a prereq) to be able to do an unarmed strike from prone without the prone penalty - like you kick at their legs from the ground or something.

Also, I'm honestly a little surprised that while Acro can be used to leave a threatened square without provoking, it apparently can't be used to stand without provoking. Seems like those should both work.

Liberty's Edge

AerynTahlro wrote:
Jiggy wrote:


Son of a bugbear, so it is! I wonder what I was thinking of...?
I'd need a more old-school player to chime in on it, but I have a strong feeling that Total Defense used to be a Full Round Action. The first playgroup that I joined played TD as a FRA until I looked it up, and the DM of that group has been playing for years.

Total Defense has been a standard action since 3e. /shrug

The OD&D equivalent was to "Perry" for the round. You could take no other action, but you would subtract your To Hit bonus from your opponent's attack rolls. Perhaps that's where the notion of a "full round action" came from.


Jiggy wrote:
Honestly, there should be a feat (probably with ImpUnarmedStr as a prereq) to be able to do an unarmed strike from prone without the prone penalty - like you kick at their legs from the ground or something.

I'm sure that an attack like that would completely sacrifice your dex bonus, so you'd be prone and flat-footed.

If you're really worried about being tripped, you can invest feats into Combat Expertise-->Improved Trip to gain a +2 on your CMD versus trip. If you are a class that has a slow BAB progression and/or low str, you can take Defensive Combat Training to bump your CMD up a bit.

Combat Maneuvers are an attack roll, so gaining displacement/concealment would help.


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Lobolusk wrote:
if I am tripped or knocked prone and the bad guy is standing over me what options do I have? get up and be stabbed? if i have HIPS can I hide? what else are my options for all class types?

The options are nearly endless.

  • Stand up and take your lumps.
  • Crawl away while getting beat like a whipped dog.
  • Delay and hope someone saves your sorry butt.

    These options reduce the likelihood of getting hit by any AoO:

  • Fight defensively then stand up.
  • Total defense then stand up.

    But you probably meant options that don't allow your opponent to get an AoO when you stand up.

  • Use your tower shield to provide total cover and stand up.
  • Use acrobatics to crawl away and hope your opponent can't follow.
  • Attack and kill your opponent then stand up.
  • Cast a spell defensively that disables (e.g. blindness)or kills your opponent then stand up.
  • Cast a spell defensively that provides total concealment (e.g. invisibility) then stand up.
  • Use a spell or special ability that teleports/moves you to a safe location, then stand up.
  • Wildshape into a snake and slither away.
  • Do something else that provokes, then stand up and hope the opponent doesn't have combat reflexes.
  • Bull rush* your opponent, don't follow, then stand up.
  • Disarm* your opponent then stand up.
  • Grapple* your opponent, if he is using a two-handed weapon, then stand up.
  • Sunder* your opponent's weapon, then stand up.
  • Trip* your opponent, so you're both equally screwed.
  • Use a dirty trick* to blind your opponent, then stand up.

    *of course these actions provoke unless you have the proper feat.

    I sure that are lots more.

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