Aid another action to assist with saving throws?


Advice


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I was reading the Cavalier Order of the Dragon this morning, and I saw something I hadn't noticed before:

Quote:
Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

I was not familiar with using aid another on saving throws, so I looked up aid another in the "actions in combat" section:

Quote:
You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

I'm confused as to exactly how this would work. I can see some cases where a character could aid on a Will save ("Don't listen to her! She's lying!"), but that's about it. I did a search on the message boards for more information on the mechanics of this. I found this old thread arguing about whether it was possible, with no resolution.

On this more recent thread, Chris Mortika made the following comment:

Quote:
Aid Another can assist in combat, for saving throws, or skill checks. I'd be hesitant to allow it for class abilities. But I could be convinced to allow it in some circumstances.

Can someone clarify how this mechanic works? Would the aiding character use their own saving throw modifier or would it be a melee attack?

Would you always allow aid another to assist a saving throw, or only under particular circumstances?

Thanks in advance for the help!

Grand Lodge RPG Superstar 2012 Top 32

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To my knowledge, there are no explicitly codified methods for Aiding on saves, yet as you noticed, it does appear to be an intended possibility.

My guess, then, is that it would follow existing precedent: you would make the same kind of roll/check that your intended target is going to make, against DC 10. If you succeed, then they get a +2 when they attempt their save. One would presume you would need to spend a standard action to Aid, and it would only help if they were going to be making a save in the near future.

So while the rogue is working on disarming the trap, perhaps you could roll a Reflex save to Aid. Success would mean that if they blew the trap, you yelled "Get down!" and gave them a +2 to their Reflex save.

If your ally has fallen victim to hold person, you could perhaps walk up to them and try to snap them out of it, maybe shaking them and yelling "Hey! Snap out of it, you gotta fight it!". Make a DC 10 Will save, and success means that when they spend their next turn making another save (per hold person's description), they get a +2.

But of course this is all speculative based on precedent, so take it as you will. :)

Shadow Lodge

You could say whoever's delivering the effect doesn't deliver it "properly" - meaning the DC to save against it is reduced.

That'll cover your bases for pretty much anything. Add flavour as you like.


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Okay, how would that work for Fortitude saves, though?

If your buddy got bit on the pecker by a rattlesnake, you suck out the poison? :P

(Don't actually do that IRL, you'll die.)

But seriously though, how would that conceivably work in-game for Fortitude saves.

Bob: "Hey guys, I got bad news - dysentery. I could really use a hand not pooping myself to death."

Aerith: "It's alright Bob, I can help you."

Bob: "You can? You've got a remove disease spell!?"

Aerith: "...no"

Bob: "Medicine? Healing Skill? An alchemical item? Profession (Herbalism)? Ability to summon an anti-poop monster?"

Aerith: "Not quite. But I can suffer through it with you, my friend."

Bob: "...how's that supposed to help me?"

Aerith: "Don't ask nosey questions, it just does. Now make room for me next to you in the outhouse."


I mean, I can see rolling something else other than a Fort save to help someone with theirs (other than Heal, which already has an explicit use against disease and poison).

Profession (Herbalism): "Eat this herb, you'll feel better."

Bluff: "Eat this placebo, you'll feel better."

But it's your buddy that's poisoned/diseased - not you (assume the disease isn't contagious merely by proximity). You don't have the poison/disease in your system, so what are you making your DC 10 Saving Throw against? And furthermore, what are the consequences to you if you fail (other than your buddy dying)?

And how is rolling a Fort save vs 10 gonna help them against a Disintegrate spell?

The Exchange

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When the pain comes, clench your muscles like this (Rolls a 12 on his Fort save and successfully demonstrates). I've successfully fought off illnesses like this before. Just believe in your inner strength and you will be fine.


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brock, no the other one... wrote:
When the pain comes, clench your muscles like this (Rolls a 12 on his Fort save and successfully demonstrates). I've successfully fought off illnesses like this before. Just believe in your inner strength and you will be fine.

"And that's how I made my first million gold pieces hosting the "Successful Help, Invaluable Tips: How to Not Poop Yourself to Death" seminar!

While you're here, check out my new book: "Basic Hygiene for Int 3: Or "How I learned to stop puking my guts out and started washing my hands after getting swallowed whole by a purple worm and cutting my way out"!" :D"

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