Kip-up from prone


Homebrew and House Rules


I was thinking about allowing characters to stand from prone with a chance of not provoking an AoO and came up with this.

Kip-up: If prone, make an acrobatic check vs opponents CMD to spring to your feet without provoking an AoO as a standard action. If the check fails you provoke as if you were standing. If it fails by 5 or more, you remain prone and provoke.

I did a quick search and a couple posts mentioned a kip-up feat, but I haven't been able to find it on the d20pfsrd.

I am looking for opinions on this house rule. Thank you.


I think its called ki stand


I think your rule seems kinda fair.

I don't think it should be a feat.


Don't think it needs to be a feat. It's a fair house rule.
Used to be a standard ability to kip up with acrobatics before... tho the not provoking AOO is a bit handy.


I wanted there to be a trade off. You might get up Scott free, but you also might be stuck in the same position, but worse off.

Grand Lodge

We've used this house rule forever, but slightly different...

Not a feat. Anyone trained in Acrobatics can do it.

Getting up from Prone: Combat Maneuver challenge using Acrobatics skill. Success results in standing as a move action with no AoO.
Failure results in standing as move with the AoO.

Simple.

(I wish Organized Play would adopt this rule)


The aoo failing should be from prone, not standing. Does tumbling have any such allowance, or any other maneuver?


As far as I know, there are know mechanics that allow standing without provoking. I figured that attempting to regain ones feet while being threatened could be solved through a combat maneuver-like action.

I'm not sure what you mean by this sentence: "The aoo failing should be from prone, not standing."


I think it should be covered by:

d20pfsrd/Acrobatics wrote:

In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. 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. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.

My five feet movement is 'upwards' (ie I stand) doesn't specify direction in the text.

I read that if I fail, I lose the Move Action, and standing up is a Move Action.

Liberty's Edge

This situation comes up enough in my game we've got similar rules with the addition of it also covering tumbling 5-feet away to a standing position. I use the same DCs as for tumbling around or through an opponent's square. If you just want to stand, it's vs CMD; if you want to roll away and stand, it's CMD+5. My only stipulation is the character must have at least one rank in Acrobatics.

Lantern Lodge

I keep the concentration skill.

I always use (for a long time thought it was the actual rule) that you can make an acrobatics check to stand up as a move action (or swift action with a feat) with a DC of 20 and failure results in an aoo, if you are hit by the aoo, then make a concentration check DC 10+dmg taken, failure results in remaining prone.


We've always allowed a kip up with a DC 15 acrobatics check. If opponents threaten, it's standard DC for trying to tumble to avoid the AoO for movement.

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