Corefinder Design Digest #20: Aid Another

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Aid Another

You can assist an ally in combat or in one of the following ways. Unless otherwise specified, your ally must be within your reach. To use this ability, you must usually succeed on a DC 10 check, with success granting your ally a +2 circumstance bonus on a specific check. This bonus increases by 1 for every 10 points by which you beat the DC. The bonus applies only to a single check, which must occur before the beginning of your next turn or the bonus is lost.

Multiple Creatures Aiding the Same Check: The GM may limit the number of people who can effectively assist with the same task, depending on the physical space available and the nature of the task.

Attacks of Opportunity: The aid another action in and of itself does not provoke attacks of opportunity, but the check or action being used to aid your ally may, such as attacking an armed opponent with an unarmed strike to grant an ally a bonus to their AC or an attack roll.

Ability Check: You can assist an ally’s Strength check by adding your own effort. You can assist with other ability checks only with GM permission.

Armor Class: Make an attack roll vs. AC 10 against an enemy you threaten while designating an ally you can see. That ally gains the bonus to its AC against the chosen enemy’s next attack roll against them.

Attack Roll: Make an attack roll vs. AC 10 against an enemy you threaten while designating an ally you can see. That ally’s next attack roll against the chosen enemy gains the bonus.

Disbelieve: If an ally has been fooled by an illusion spell, you can try to demonstrate its unreality by interacting with the illusion. No check is required and your ally gains a +2 circumstance bonus on their next saving throw or social maneuver to disbelieve the illusion.

Skill Check: When your ally is preparing to make a skill check, you can make a DC 10 skill check against the same skill. Success grants the listed bonus on that skill check. If the skill use represents a continuous action that takes longer than one round, it must begin before the beginning of your next turn.

Shake It Off*: You slap, shake, shout at, and otherwise try to help an ally recover from an ongoing mind-affecting effect, granting them a +2 circumstance bonus on their next Recovery Save. A creature can benefit only once per Recovery Save from this action.

Stabilize*: When an adjacent ally is bleeding, you can attempt to stanch their bleeding with a DC 10 Heal check. Success halts their bleeding for 1 round, increased by 1 round for every point by which you beat the DC. On a critical success, you halt their bleeding permanently, though of course they could become wounded again.

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