Battle Link Mind


Rules Questions


1 person marked this as FAQ candidate.

How is this spell suppose to work?

You and the person linked could and probably will have separate initiative turns, so there will never be a 'you attack the same guy at the same time'.

Please any clarifications would be beneficial.

Spoiler:
Battlemind Link

School divination [mind-affecting]; Level inquisitor 4, sorcerer/wizard 6
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range personal and close (25 ft. + 5 ft./2 levels)
Target you and 1 ally
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell resistance yes (harmless)

You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.

Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses).

Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses).

Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells.

You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or helpless.


do you add your own modifiers or whoever is higher?

also who gets to roll twice when you act on different initiative counts? as one hasnt been able to attack yet so how doe both get to roll twice?
how does this affect number of attacks discrepancies?

lots of problems with this.

answers would help


bump

Scarab Sages

Pathfinder Lost Omens Subscriber

This spell is a mess, Elias, no doubt about it. I'd play it like this:

You both roll initiative and use the highest roll. Unless both people have the same init mod, that means that you will go at separate initiative counts.

For Melee: If you both attack the same target, you make two rolls, and use whichever is higher. You each add your own attack bonuses. I would say (although this is my interpretation) that if one person has iterative attacks, and the other doesn't, then you also both get to make rolls, even the person who didn't have the iterative attacks. After all, the description says "if you both make melee attacks", which sounds very general (too general for good interpretation, in fact). I could see that this could be argued the other way, although this spell is of a high-enough level that I'd let it slide. Mind you, I haven't actually playtested this, so perhaps if I saw the spell in action, I'd be more conservative.


My suggestion would be to delay the action to the lowest initiative count, so you act at the same time.

However the mechanics are still a mess. I'd suggest adding a flatrate bonus, if the two characters are either in melee with, using ranged attacks or casting spells against the same target. Since rolling two d20 and taking the largest is roughly equivalent of a +3.5 bonus, I'd let the spell grant a +4 bonus (rounded up, since it won't grant you the increased probability of crits) to attack rolls, or the -2 penalty to saving throws.
I am inclined to call it a +4 insight bonus, but I am not sure if that clashes with other inquisitor abilities.

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