macksting

aid another shenanigans v 1.1

Apr 6th, 2018 (edited)
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  1. Base Aid Another:
  2. Standard action in combat. +2 untyped bonus to or against one roll. Rolled vs. DC or AC 10.
  3. 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.
  4.  
  5. Sources that set:
  6. Team Player. Sets a special case of Swift Aid bonus feat as a +2. (Vigilante)
  7. Well-Known Expert. (Vigilante)
  8. Order of the Dragon, Aid Allies (Ex)
  9. Vanguard Style, allows Aid Another to reflex saves as AOO
  10. Vanguard Ward (third), allows simultaneous Aid Another to reflex saves and AC as AOO
  11. Helpful (Combat trait)
  12. Helpful (Race trait)
  13. Solidarity (region trait): Bluff and Escape Artist only (+3)
  14. Mighty Protector (religion trait): improve ally's AC vs. a foe by +4 1/day as free action
  15. Protective Faith (religion trait): sets +3 bonus to AC
  16. Wise Teacher (religion trait): +4 to two skills only
  17. Exceptional Aid (teamwork feat): sets skill check AA to +4
  18. Willing Accomplice (general feat): bluff to aid another's disguise; +5 if vigilante specific
  19. Sacrificial Aid (antihero teamwork): +4 to disable device
  20. Basic Harmony (teamwork): +1 bonus per 5x check result (+2 at result of 10); may not be AA
  21. Succor mystery Perfect Aid (Ex): Sets scaling AA bonus to AC or attack, doesn't stack
  22. Sapper rogue archetype, Sapping (Ex): +4 to aid another on strength checks involving forced entry, full round action
  23. Warpriest blessing Community: sets to +4, but can be granted to self (swift) or allies (standard)
  24.  
  25. Pathfinder Chronicler PC, Improved Aid (Ex): sets to +4
  26. Steel Falcon PC, Superior Aid (Ex): sets attack roll or AC bonus at +4
  27.  
  28.  
  29. New sources that can be modified:
  30. Swift Aid (maybe), and its unmodified cases of Team Player; AC or attack roll only
  31. Bodyguard; AC only, AOO
  32. Vanguard Style, allows Aid Another to reflex saves as AOO
  33. Effortless Aid (Ex) investigator feature; AA as move action, or spend Inspiration to AA as swift action
  34. Use Magic Device Skill Unlock: 5 ranks, can roll against UMD DC to Aid Another (... but why?)
  35.  
  36. Sources that modify:
  37. Honor Guard level 3, Intercept (Ex): bonus to Armor Class increases by +1.
  38. Battlefield Disciple (combat trait): bonus to attack roll increases by 1.
  39. Kin Guardian (combat trait): +2 additional *trait* bonus to AC under specific circumstances
  40. Fools For Friends (campaign trait, Second Darkness): +1 trait bonus
  41. Azlanti Inheritor (Race trait): Adjacent only, +1 trait bonus
  42. Industrious (gnome race trait): Craft, Profession only
  43. Cooperative Swarmer (combat feat): requires Swarming; +1 to hit or AC
  44. Cleric, variant channeling, Strategy: buffs Aid Another in others by amount equal to channel bonus
  45. Yojimbo samurai archetype, Intercept (Ex): AA to AC improves by 1, and bonus Bodyguard feat
  46.  
  47. Golden Legionnaire PC, Improved Aid (Ex); AC only, increases +1 at 4th, +2 at 9th
  48. 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)
  49. Runeguard PC, Virtuous Rune (Su) Humility: sacrifice to add Insight bonus to self when an ally uses Aid Another on player instead
  50. Asavir PC, Camaraderie (Ex): In combat, scaling increase in Aid Another; does not stack with other increases.
  51.  
  52. Sources that Change Everything:
  53. Helpful (Combat), sets
  54. Helpful (Race), sets
  55.  
  56. Sources that Change Some Things:
  57. Honor Guard Intercept: AC
  58. Battlefield Disciple (combat trait): Attack Roll
  59. Industrious (gnome race): Craft, Profession only
  60. Solidarity (region): Bluff and Escape Artist
  61. Mighty Protector (religion trait): improve ally's AC vs. a foe by +4
  62. Sacrificial Aid (antihero teamwork): +4 to disable device
  63. Wise Teacher (religion trait): +4 to two skills only
  64. Exceptional Aid (teamwork feat): sets skill check AA to +4
  65. Willing Accomplice (general feat): bluff to aid another's disguise; +5 if vigilante specific
  66. Cooperative Swarmer (combat feat): requires Swarming; +1 to hit or AC
  67. Benevolent armor: Adds armor enhancement bonus to AA's AC bonus
  68.  
  69. Sources that aren't Aid Another or don't play nice:
  70. Combat Advice; is its own action granting a +2 circumstance bonus
  71. Insightful Advice; actually is Aid Another, but cannot be modified
  72. Cooperative Crafting; allows similar effect, but +2 circumstance bonus
  73. Order of the Staff (cavalier): +2 competence bonus on next concentration, dispel, CL check, scaling; is AA, but isn't
  74. 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)
  75. Divine Strategist archetype Caster Support (Su): Scaling CL check and concentration, but Circumstance bonus; starts at +2
  76. Asavir PC, Camaraderie (Ex): In combat, scaling increase in Aid Another; does not stack with other increases.
  77.  
  78. Cool tricks:
  79. Effortless Aid (Ex) investigator feature; AA as move action, or spend Inspiration to AA as swift action
  80. In Harm's Way procs on Aid Another; immediate action
  81. Covering Fire (Ranged Tactics Toolbox); Aid Another at distance to modify AC only
  82. 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.
  83. Harrying Partner feat; extends benefit of Aid Another to AC and attack.
  84. Open Up feat; if improving attack roll, enemy's physical shield irrelevant to AC; calls out Harrying.
  85. Team Up feat; super limited, but move action for *any* Aid Another
  86. Harder They Fall feat; allows bull rush and trip for very large opponents
  87. Born Under The Cradle (combat trait): +2 trait bonus to attack rolls to *perform* Aid Another
  88. Mentored (social trait): +1 trait bonus to skill check to Aid Another with a skill. PFS legal, other bennies
  89. Supportive (social trait): +1 trait bonus to skill checks to Aid Another; no other bennies; vaguely more permissive language
  90. Effortless Aid (race trait, Garundi human): very specific, but fairly powerful take 10 to Aid Another
  91. Jungle Opportunist (catfolk race trait): +1 trait bonus to damage under specific circumstances on Aid Another
  92. Brutal Grappler (combat, teamwork): may attempt to damage foe *as well* as assisting grapple
  93. Guarding Ladder, Equipment Trick Ladder (combat): use ladder to improve AC at 10' while using it as a shield (?!)
  94. Halfling Opportunist, Excellent Aid (Ex): Increases bonuses *others* give to *Opportunist* by 1, scaling
  95. Acrobatic Assist, rogue talent (Ex): AOO to AA an acrobatics check; also grants +1 dodge bonus vs. AOOs.
  96. Slayer, Studied Ally talent (Ex): move action to get +1 to Aid Another actions.
  97. Battle Herald, Teamwork inspiring command (Ex): Allies gain bonus to attempts to AA and to the resulting AA bonus
  98. Pathfinder Field Agent, Deft Defender (Ex): When successfully using AA to increase ally's AC, gains own +1 dodge
  99.  
  100. Edge cases:
  101. 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.
  102. Psychic Hag-called discipline gets similar effect, adds psychics to recipients, but cannot join a coven.
  103. Arclord of Nex, Third Eye (Su): raises CL and grants circumstance concentration bonus, but set and RAI dubious as AA
  104. 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.
  105. Ankou's Shadow, slayer archetype, Shadow Double (Sp): doubles use BAB + int to roll to AA, Swift action for player
  106. Tactician fighter, cooperative combatant (Ex): Specifies +2 bonus, but RAW may not reflect RAI
  107.  
  108. Items and Equipment
  109. Benevolent armor: Adds armor enhancement bonus to AA's AC bonus
  110. Benevolent weapon: Melee only, adds weapon enhancement bonus to AA's attack bonus
  111. Gloves of Arcane Striking: adds wearer's Arcane Strike damage bonus to AC or attack roll
  112. Ring of Tactical Precision: Increases bonus from AA by +1, other benefits
  113. Banner, Bastion: allies gain +4 sacred bonus on rolls to AA (no increase in AA bonus itself)
  114.  
  115. Spells
  116. Spiritual Squire, Allied Cloak: can Aid Another, though probably difficult to modify
  117. Rune of Rule (kindness): Allows an ally to AA for +5
  118. Ally Across Time: Allows you to AA yourself, though only statistics and teamwork feats apply
  119.  
  120. Companions
  121. 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.
  122. Protector familiar can AA even without threatening a foe, though needs line of effect to both and sharing square
  123. Mascot familiar, uses the aid another action to improve a team member’s 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
  124. 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
  125. 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
  126.  
  127.  
  128. Monsters
  129. Wysp, elemental, Resonance and Servitor special abilities. +4 AA to kineticists sharing its element.
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