Aid another action in combat

Arravis said:
I'm stunned that no one has brought up the Aid Another rules in the Complete Adventurer...
wow.

We use them regularly. With a +5 BAB and using the Aid Another combat action, every 10 points you go over above the standard AC 10 grants another +1 bonus. It's on p96 of the Complete Adventurer.

I'm more stunned you didn't notice its post number 3 on the thread:)
 

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I believe there were a series of feats like this in the S&SS book Player's Guide to Fighters and Barbarians. One made aid another in combat a move action, and one increased the bonus, IIRC.
 

related note

Is there a limit to the number of people who can Aid Another with say... an attack?

Currently my Fi | Shaper's astral construct flanks with me and uses Aid Another when it is clean that the construct's low to hit isn't going to let it deal its own damage. If I had 3 more Constructs formed (yes, we ignore that lame errata out of Complete Psi) would all four of them be able to give me an unnamed +2 to hit... at a total of +10 (counting the one flanking with me)?
 

yep, this is often the best way to handle swarms of weak creatures. They may not have a very good chance of hitting your players ACs (often only on a 20), but with aid another they can make sure at least some of the creatures have a good shot at hitting.
 




The Savant base class from the Dragon Compendium has bonuses at aid another attempts IIRC; a lot of the class is about assisting others on skill checks etc ... Also, Kenku, who are ECL=0 in MM3 have a racial bonus to aid another and flanking (WARK~!)
 

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