Showing0entries
Sorted A-Z
Rules

Condition — Prone

Prone: Off-Guard (-2 AC), -2 to attacks, can only Crawl. Stand costs 1 action (triggers AoO). +4 AC vs ranged if you Take Cover. Trip is a top-tier martial action.

You are lying on the ground, either knocked down or voluntarily dropped.

Mechanical Effects:

  • You are Off-Guard (-2 circumstance penalty to AC)
  • You take a -2 circumstance penalty to attack rolls
  • You can only Crawl (move 5 feet) or use the Stand action (1 action to get up)
  • You gain +4 circumstance bonus to AC vs. ranged attacks if you Take Cover while Prone
  • Melee attacks against you are unaffected (or easier due to Off-Guard)

How Applied:

  • Trip action (Athletics vs. Reflex DC)
  • Critical failures on certain checks
  • Falling
  • Some spells and monster abilities
  • Voluntarily dropping Prone (free action)

How Removed:

  • Stand action (costs 1 action, triggers reactions like Attack of Opportunity)
  • Being pulled to your feet by an ally

Interactions:

  • Prone + ranged defense: Dropping Prone and Taking Cover gives +4 to AC vs. ranged attacks — a legitimate defensive tactic against archers
  • Prone creatures are easier to Grapple (they're already on the ground)
  • Standing from Prone triggers Attack of Opportunity from adjacent enemies with that reaction

Tactical Impact: Trip is one of the best martial actions in PF2e. Prone makes the target Off-Guard (-2 AC) for the rest of the party, and Standing costs them an action (plus triggering AoO). Athletics-focused characters should Trip frequently.