0 BAB at level 7?

Dunjin

First Post
A lot of classes have a 0 BAB at level 1. I might be misundersandind, but is it true that you can have a Bard 1/Cleric 1/Druid 1/Monk 1/Rogue 1/Sorcerer 1/Wizard 1 and still have a +0 BAB? That's a level 7 character with BAB +0, right?

Of course, you'd get a lot for that, but that BAB seems a bit low. Leaving aside the favorableness of the character with that class layout, is is true that that build ends up with +0 BAB?
 
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Dunjin said:
A lot of classes have a 0 BAB at level 1. I might be misundersandind, but is it true that you can have a Bard 1/Cleric 1/Druid 1/Monk 1/Rogue 1/Sorcerer 1/Wizard 1 and still have a +0 BAB? That's a level 7 character with BAB +0, right?

NO!

Bards are chaotic (or at least non-lawful), and Monks must be lawful! :p

Other than that, as long as the Druid/Monk is LN, you can be level six with +0 BAB, yeah... :D
 

Steverooo said:
NO!

Bards are chaotic (or at least non-lawful), and Monks must be lawful! :p

Other than that, as long as the Druid/Monk is LN, you can be level six with +0 BAB, yeah... :D

Um, you can be an ex-bard or an ex-monk.

Someone put a chart to help remedy this 'problem' wherein you receive +1/2 or +3/4 BAB depending on class, always rounding down. That way your 7th level dude might have a BAB=+4 (~4.25, rounded down) instead of 0.
 

A similar problem exists with saving throws. A cleverly created character can have a +40 will save at 20th level.

If you find this annoying, a simple set of house rules can clean this issue right up, though it involves some book keeping. In general, these house rules are only worth using if the character plans to take 3 or more classes. The BAB rule tends to be adventageous to characters while the save rule tends to be a disadvantage to players, so I'd recommend using either both or neither to maintain balance.

1.) BAB: Characters gain partial BABs at every level and round down. This idea was mentioned above. Some classes gain 0.5 BAB per level, some gain 0.75 BAB per level and some gain 1.0 per level. If you're interested in rebalancing a few classes, you could introduce a new progression of 2/3 (or 0.67) per level for some classes.

2.) Saves: Characters gain 0.5 or 0.33 bonuses to their saving throws when they advance a level. If the saving throw is a 'good save' for that character class, they gain 0.5. If the save is a 'bad' save for that class, they only gain 0.33. Always round down. In addition, at character level 1, the characters gain a bonus of +2 to all of the good saves for their first class.
 

jgsugden said:
2.) Saves: Characters gain 0.5 or 0.33 bonuses to their saving throws when they advance a level. If the saving throw is a 'good save' for that character class, they gain 0.5. If the save is a 'bad' save for that class, they only gain 0.33. Always round down. In addition, at character level 1, the characters gain a bonus of +2 to all of the good saves for their first class.

Almost.

Bad saves should gain 0.34, otherwise at third level, a character would gain 0.99 round down to 0 (ditto for levels 6, 9, 12, etc.).

Granted, this equation will fail at level 50, but since most characters make it to level 3 and few make it to level 50, it works out slightly better.

Course, you could also say that it is 0.33 repeating instead. ;)
 

MarauderX said:
Um, you can be an ex-bard or an ex-monk.

Someone put a chart to help remedy this 'problem' wherein you receive +1/2 or +3/4 BAB depending on class, always rounding down. That way your 7th level dude might have a BAB=+4 (~4.25, rounded down) instead of 0.

Good BAB (Bararian, Fighter, Paladin, Ranger): 1 per level
Medium BAB (Bard, Cleric, Druid, Monk, Rogue): .75 per level (3/4)
Poor BAB (Wizard, Sorcerer): .5 per level (1/2)

Good Save: 2 + .5 per level (2 + 1/2 levels)
Poor Save: .3333 per level (1/3)

Level 7 Bard 1/ Cleric 1/ Druid 1/ Monk 1/ Rogue 1/ Sorcerer 1/ Wizard 1
BAB: .75 + .75 .75 + .75 +.75 + .5 +.5 = 4.25 (+4)
Saves
Fort: .333 + 2.5 + .5 + .5 + .333 + .333 + .333 = 3.5 (+3)
Ref: 2.5 + .333 + .333 + .5 + .5 + .333 + .333 = 3.5 (+3)
Will: 2.5 + .5 + .5 + .5 + .333 + .5 + .5 = 5.333 (+5)

The killer is the extra 2 on each good save at each class's first level. To make this smoothing work, you have to remember that the "bonus 2" is only allowed once per save. Otherwise, that +3/+3/+5 save list becomes +7/+7/+15.

I don't recall where I saw this spelled out; I *thought* it was one of the variants in the DMG, but I can't find it right now.
 

Silveras said:
I don't recall where I saw this spelled out; I *thought* it was one of the variants in the DMG, but I can't find it right now.

It's never been posted in anything official, AFAIK. It's been floating around on the messageboards since the first day 3e came out.
 

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