[[l:http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=322|Aid Another]] is a rarely used ability among my players which is quite disappointing. It has some very good usages, most of which involve applying a +2 bonus to a d20 roll. The main problem is that it requires the player to sacrifice their standard action which can usually be used for something better. Let’s spice it up a bit in order to make it a more appealing to our picky players.
Help to Their Feet
Action: Standard Action. When you take this action, chose a prone creature adjacent to you.
Stand Up: The creature can [[l:http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=337|stand up]] as a free action.
Sometimes one of your allies gets knocked of their feet at inopportune times. Being knocked prone is nearly the same thing as being dazed since they’ll grant combat advantage until they stand and they must spend your move action to get on your feet. If you feel they really need the full range of their actions you can offer you them and hand and use this to help you to your feet.
Action: Standard Action. When you take this action, chose a creature adjacent to you.
Shift: The creature can [[l:http://www.wizards.com/dndinsider/compendium/glossary.aspx?id=335|shift]] as a free action.
There are a lot of occasions where standing in a specific location just wouldn’t be good for your ally’s health. They might be in hindering terrain or just too close to something dangerous. With this action you can allow them to move out of harm’s way.
Why should we stop at just aiding others, though? Perhaps you want to hinder your enemies or lull them into a false sense of security.
Action: Once per combat encounter, you can try to cause an adjacent enemy to lower it’s guard by feinting. As a standard action, make a Bluff check opposed by the enemy’s passive Insight check. If you succeed, it becomes exposed.
Exposed: The target is exposed and it takes a -2 penalty to all defenses. This penalty lasts until the end of your next turn or until they are attacked.
When your party is going up against a tough mob with high defenses or you just want to make sure you land that one special power you can ask your ally to move in and attempt to distract the creature. You can use the temporary advantage offered to sneak in and strike while their defenses are down.
Action: Once per combat encounter, you can try to distract an adjacent enemy by feinting. As a standard action, make a Bluff check opposed by the enemy’s passive Insight check. If you succeed, it becomes distracted
Distracted: The target takes a -2 penalty to attack roll until the end of your next turn.
Your party is getting weak and you’re pretty sure that dragon is going to use its breath attack again. With a few quick moves you can draw its attention and trick it into acting erratically potentially saving the lives of your allies.