
Joana |
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Crawling 5 feet (or any distance) provokes AoOs unless you have the rogue talent Rogue Crawl.

Rhys Grey |

There's also the Monkey Moves style feat from Ultimate Combat. Emphasis mine.
Prerequisites: Wis 13, Improved Unarmed Strike, Monkey Style, Acrobatics 8 ranks, Climb 8 ranks.
Benefit: While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round.
Normal: You climb at one-quarter your speed, and you lose your Dexterity bonus to AC while doing so. A 5-foot step is made using your normal movement modes, and you can take one only if you have not otherwise moved this round.

Poit |

Are there any magic items that make you always land on your feet? If so, using one would allow you to stand as part of a teleport - just teleport 5 feet up in the air, and the magic item will un-prone you as you fall.

StreamOfTheSky |

Poit wrote:Are there any magic items that make you always land on your feet? If so, using one would allow you to stand as part of a teleport - just teleport 5 feet up in the air, and the magic item will un-prone you as you fall.Clever. :)
Who needs an item? Just be able to make a DC 15.
"Falling: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall."
Also relevant: Falling Rules
"Creatures that take lethal damage from a fall land in a prone position."
"A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage."

Poit |

Adamantine Dragon wrote:Poit wrote:Are there any magic items that make you always land on your feet? If so, using one would allow you to stand as part of a teleport - just teleport 5 feet up in the air, and the magic item will un-prone you as you fall.Clever. :)Who needs an item? Just be able to make a DC 15.
"Falling: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall."
Also relevant: Falling Rules
"Creatures that take lethal damage from a fall land in a prone position."
"A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage."
Why thank you AD. :)
SotS, I don't think that would work. The DC 15 Acrobatics check only prevents you from becoming prone when you fall. If you're already prone when falling, you'll still be prone even if you make that check.

Kayerloth |
Take 5-Foot Step
You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.
You can take a 5-foot step before, during, or after your other actions in the round.
You can only take a 5-foot-step if your movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can't take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
You may not take a 5-foot step using a form of movement for which you do not have a listed speed.
I believe the last paragraph above covers most of what you are asking. I don't know of any item that specifically states you land on feet after falling, it's usually assumed you do so if you make the acrobatic check. But then it's also assumed you started out more or less upright. I'm not sure why the game seems to historically make it so difficult to get up from prone using Acrobatics or its predecessor Tumbling. It seems to me to be a very basic acrobatic skill (certainly nothing as difficult as to need inclusion as a DC 35 check in Epic rules anyway). Then again I'm no acrobat.

bbangerter |

The magic item you want is boots of the cat.
"These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet."

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The problem with Teleport + Boots of the Cat to stand up lies in the Conjuration portion of the CRB's Magic section.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
While specifically designed to prevent summoning/teleporting large animals/heavy objects on top of people to fall on them, it also prevents teleporting yourself into the air with intent to fall (unless you have a fly speed, then it's kinda a DM call.)

bbangerter |

Well its not really a problem with boots of the cat. Its simply a problem with teleport at all. E.g, you could not teleport/feather fall or teleport/some acrobatics DC either.
But I thank you for the piece of information, I'd overlooked that aspect of teleport limitation and had quite forgotten it existed.

Tangent101 |

On a related note, can you use Acrobatics to tumble out of a threatened square when prone and in doing so avoid an AoO? Or are you basically FUBAR when prone? (I assume if you just lie there and don't do anything that there's no AoO and outside of a bonus to hit you, an enemy gets no other benefit?)
Also, if a player has Improved Trip, could they trip someone while they are prone and not have an AoO taken against them?

bbangerter |

5ft step can only be taken if you do no other type of movement. I believe standing up counts as movement.
Movement in this case refers to actual movement from one grid square to another. While standing up takes a 'move action' it is not 'movement' for purposes of not being able to take a 5' step.
On a related note, can you use Acrobatics to tumble out of a threatened square when prone and in doing so avoid an AoO? Or are you basically FUBAR when prone? (I assume if you just lie there and don't do anything that there's no AoO and outside of a bonus to hit you, an enemy gets no other benefit?)
Also, if a player has Improved Trip, could they trip someone while they are prone and not have an AoO taken against them?
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.
Nothing prevents you from making attacks or combat maneuvers while prone, other than that you get a -4 to such attempts. So with Imp Trip you could attempt to trip someone while you are prone without provoking as per imp trip.

Komoda |

weiknarf wrote:What if you teleport? Can you end the teleport on your feet?By RAW I would say no. It doesn't include a move action as part of the spell. It just teleports you.
If this were explicitly true, transporting to the other side of the world would make you land on your head.
I think teleporting should allow you to choose stance and facing. You don't want to teleport to a rock face with your back to it, it is a long way down.
You would look silly standing on a chair rather than sitting in it.