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- Base Aid Another:
- Standard action in combat. +2 untyped bonus to or against one roll. Rolled vs. DC or AC 10.
- Can be used in grappling (may provoke AoO), can modify next attack roll or a +2 bonus to AC vs that opponent's next attack.
- Sources that set:
- Team Player. Sets a special case of Swift Aid bonus feat as a +2. (Vigilante)
- Well-Known Expert. (Vigilante)
- Order of the Dragon, Aid Allies (Ex)
- Vanguard Style, allows Aid Another to reflex saves as AOO
- Vanguard Ward (third), allows simultaneous Aid Another to reflex saves and AC as AOO
- Helpful (Combat trait)
- Helpful (Race trait)
- Solidarity (region trait): Bluff and Escape Artist only (+3)
- Mighty Protector (religion trait): improve ally's AC vs. a foe by +4 1/day as free action
- Protective Faith (religion trait): sets +3 bonus to AC
- Wise Teacher (religion trait): +4 to two skills only
- Exceptional Aid (teamwork feat): sets skill check AA to +4
- Willing Accomplice (general feat): bluff to aid another's disguise; +5 if vigilante specific
- Sacrificial Aid (antihero teamwork): +4 to disable device
- Basic Harmony (teamwork): +1 bonus per 5x check result (+2 at result of 10); may not be AA
- Succor mystery Perfect Aid (Ex): Sets scaling AA bonus to AC or attack, doesn't stack
- Sapper rogue archetype, Sapping (Ex): +4 to aid another on strength checks involving forced entry, full round action
- Warpriest blessing Community: sets to +4, but can be granted to self (swift) or allies (standard)
- Pathfinder Chronicler PC, Improved Aid (Ex): sets to +4
- Steel Falcon PC, Superior Aid (Ex): sets attack roll or AC bonus at +4
- New sources that can be modified:
- Swift Aid (maybe), and its unmodified cases of Team Player; AC or attack roll only
- Bodyguard; AC only, AOO
- Vanguard Style, allows Aid Another to reflex saves as AOO
- Effortless Aid (Ex) investigator feature; AA as move action, or spend Inspiration to AA as swift action
- Use Magic Device Skill Unlock: 5 ranks, can roll against UMD DC to Aid Another (... but why?)
- Sources that modify:
- Honor Guard level 3, Intercept (Ex): bonus to Armor Class increases by +1.
- Battlefield Disciple (combat trait): bonus to attack roll increases by 1.
- Kin Guardian (combat trait): +2 additional *trait* bonus to AC under specific circumstances
- Fools For Friends (campaign trait, Second Darkness): +1 trait bonus
- Azlanti Inheritor (Race trait): Adjacent only, +1 trait bonus
- Industrious (gnome race trait): Craft, Profession only
- Cooperative Swarmer (combat feat): requires Swarming; +1 to hit or AC
- Cleric, variant channeling, Strategy: buffs Aid Another in others by amount equal to channel bonus
- Yojimbo samurai archetype, Intercept (Ex): AA to AC improves by 1, and bonus Bodyguard feat
- Golden Legionnaire PC, Improved Aid (Ex); AC only, increases +1 at 4th, +2 at 9th
- Runeguard PC, Virtuous Rune (Su) Generosity: immediate action to add an Insight bonus to an Aid Another action equal to level of sacrificed spell, duration equal to Runeguard class level (attack rolls, skill checks, AC)
- Runeguard PC, Virtuous Rune (Su) Humility: sacrifice to add Insight bonus to self when an ally uses Aid Another on player instead
- Asavir PC, Camaraderie (Ex): In combat, scaling increase in Aid Another; does not stack with other increases.
- Sources that Change Everything:
- Helpful (Combat), sets
- Helpful (Race), sets
- Sources that Change Some Things:
- Honor Guard Intercept: AC
- Battlefield Disciple (combat trait): Attack Roll
- Industrious (gnome race): Craft, Profession only
- Solidarity (region): Bluff and Escape Artist
- Mighty Protector (religion trait): improve ally's AC vs. a foe by +4
- Sacrificial Aid (antihero teamwork): +4 to disable device
- Wise Teacher (religion trait): +4 to two skills only
- Exceptional Aid (teamwork feat): sets skill check AA to +4
- Willing Accomplice (general feat): bluff to aid another's disguise; +5 if vigilante specific
- Cooperative Swarmer (combat feat): requires Swarming; +1 to hit or AC
- Benevolent armor: Adds armor enhancement bonus to AA's AC bonus
- Sources that aren't Aid Another or don't play nice:
- Combat Advice; is its own action granting a +2 circumstance bonus
- Insightful Advice; actually is Aid Another, but cannot be modified
- Cooperative Crafting; allows similar effect, but +2 circumstance bonus
- Order of the Staff (cavalier): +2 competence bonus on next concentration, dispel, CL check, scaling; is AA, but isn't
- Vigilante Bellflower Harvester archetype, crop vigilance: sets skill, attack, or AC bonus at +3, scaling, for "crop" allies (standard action to set allies as crop)
- Divine Strategist archetype Caster Support (Su): Scaling CL check and concentration, but Circumstance bonus; starts at +2
- Asavir PC, Camaraderie (Ex): In combat, scaling increase in Aid Another; does not stack with other increases.
- Cool tricks:
- Effortless Aid (Ex) investigator feature; AA as move action, or spend Inspiration to AA as swift action
- In Harm's Way procs on Aid Another; immediate action
- Covering Fire (Ranged Tactics Toolbox); Aid Another at distance to modify AC only
- Got Your Back feat; Deny flanking, flat-footed. RAW, only works with +2 to AC effects, but RAI is unclear. Combine with Covering Fire for hilarity.
- Harrying Partner feat; extends benefit of Aid Another to AC and attack.
- Open Up feat; if improving attack roll, enemy's physical shield irrelevant to AC; calls out Harrying.
- Team Up feat; super limited, but move action for *any* Aid Another
- Harder They Fall feat; allows bull rush and trip for very large opponents
- Born Under The Cradle (combat trait): +2 trait bonus to attack rolls to *perform* Aid Another
- Mentored (social trait): +1 trait bonus to skill check to Aid Another with a skill. PFS legal, other bennies
- Supportive (social trait): +1 trait bonus to skill checks to Aid Another; no other bennies; vaguely more permissive language
- Effortless Aid (race trait, Garundi human): very specific, but fairly powerful take 10 to Aid Another
- Jungle Opportunist (catfolk race trait): +1 trait bonus to damage under specific circumstances on Aid Another
- Brutal Grappler (combat, teamwork): may attempt to damage foe *as well* as assisting grapple
- Guarding Ladder, Equipment Trick Ladder (combat): use ladder to improve AC at 10' while using it as a shield (?!)
- Halfling Opportunist, Excellent Aid (Ex): Increases bonuses *others* give to *Opportunist* by 1, scaling
- Acrobatic Assist, rogue talent (Ex): AOO to AA an acrobatics check; also grants +1 dodge bonus vs. AOOs.
- Slayer, Studied Ally talent (Ex): move action to get +1 to Aid Another actions.
- Battle Herald, Teamwork inspiring command (Ex): Allies gain bonus to attempts to AA and to the resulting AA bonus
- Pathfinder Field Agent, Deft Defender (Ex): When successfully using AA to increase ally's AC, gains own +1 dodge
- Edge cases:
- Accursed bloodline arcana, and its lesser cousin Coven hex. Explicitly "Aid Another" which modifies CL. I say shenanigans. Relatedly, feat Coven Caster. "Special aid another action" changes CL, but doesn't require the hex or arcana.
- Psychic Hag-called discipline gets similar effect, adds psychics to recipients, but cannot join a coven.
- Arclord of Nex, Third Eye (Su): raises CL and grants circumstance concentration bonus, but set and RAI dubious as AA
- Ensemble (teamwork) is oddly restrictive and difficult to parse; it doesn't seem to grant any especially powerful benefits, and may be intended primarily to empower Bardic Performance.
- Ankou's Shadow, slayer archetype, Shadow Double (Sp): doubles use BAB + int to roll to AA, Swift action for player
- Tactician fighter, cooperative combatant (Ex): Specifies +2 bonus, but RAW may not reflect RAI
- Items and Equipment
- Benevolent armor: Adds armor enhancement bonus to AA's AC bonus
- Benevolent weapon: Melee only, adds weapon enhancement bonus to AA's attack bonus
- Gloves of Arcane Striking: adds wearer's Arcane Strike damage bonus to AC or attack roll
- Ring of Tactical Precision: Increases bonus from AA by +1, other benefits
- Banner, Bastion: allies gain +4 sacred bonus on rolls to AA (no increase in AA bonus itself)
- Spells
- Spiritual Squire, Allied Cloak: can Aid Another, though probably difficult to modify
- Rune of Rule (kindness): Allows an ally to AA for +5
- Ally Across Time: Allows you to AA yourself, though only statistics and teamwork feats apply
- Companions
- Valet familiar can Aid Another on the move; bonus not set. Give that monkey a ring. Also can use the aid another action as a full-round action to grant up to three adjacent creatures bonuses from this action. Each bonus can apply to the same action or check or to different actions or checks.
- Protector familiar can AA even without threatening a foe, though needs line of effect to both and sharing square
- Mascot familiar, uses the aid another action to improve a team memberβs attack roll or AC, that team member also gains a +1 luck bonus to AC for 1 round. No provisions to allow to threaten; consider Evolved Familiar for reach
- School familiar, Necromancy, can Aid Another to help an ally deal full damage to incorporeal; no provisions for threatening, so consider means of achieving reach
- God Caller eidelon: Eidelon's Aid Another can allow two rolls and choice of result in Diplomacy and Intimidate, and may change two steps 1/day
- Monsters
- Wysp, elemental, Resonance and Servitor special abilities. +4 AA to kineticists sharing its element.
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