How high can you go before getting +1 BAB?


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Too much time on my hands...I almost got to Level 20 with a +0 Bab but I messed up at the final level and added a second level of "Master of Shrouds". Incredible will save though...

Mad As A Hatter:M Human
Rogue 1
Bard 1
Druid 1
Sorcerer 1
Wizard 1
Cleric 1
Dragon Disciple1
Harper Scout 1
Divine Seeker1
Virtuoso 1
Watch Detective 1
Contemplative 1
Mage of the Arcane Order 1
Guild Thief 1
Red Wizard 1
Shadow Adept 1
Fatespinner 1
Elemental Savant 1
Mindbender 1
Master of Shrouds 2;
Size:M; hp 81; Init +0; Spd Walk 30'ft.; AC 11; Atk = +2 melee, +2 ranged; SA:Sneak Attack +2d6 (2),Bardic music 2/day (2),Bardic knowledge (+7),Nature Sense,Animal Companion,Summon Familiar (2),+1 Natural Armor,Hit Die Increase (d6),Harper Knowledge,Favored Enemy(Red Wizards),Sanctuary,Thwart Glyph,Virtuoso Performance (Sustaining Song),City watch training,Divine Health,Spell Pool Level 1 access,Enhanced Specialization,Specialist Defense +1,Spin fate (Ex),Elemental Transition (Resistance 5 to chosen element),Immune to magical sleep effects,Telepathy (Su),Spontaneous casting,Rebuke Undead 11/day; AL:CN; SV Fort +12, Ref +8, Will +41; Str 10, Dex 10, Con 10, Int 23, Wis 11, Cha 11. Height 0' 0", weight 0 lbs
Skills and Feats:Alchemy +11, Animal Empathy +5, Bluff +7, Concentration +14, Diplomacy +14, Disguise +5, Gather Information +9, Hide +14, Innuendo +9, Intimidate +15, Intuit Direction +5, Knowledge (Arcana) +14, Knowledge (Local) +10, Knowledge (Nature) +9, Knowledge (Religion) +19, Knowledge (The Planes) +14, Move Silently +12, Perform +13, Profession (Astrologer) +1, Profession (Herbalist) +6, Scry +14, Search +23, Sense Motive +11, Spellcraft +19, Spot +9, Wilderness Lore +2, Alertness,Armor Proficiency (Heavy) (1x),Armor Proficiency (Light) (1x),Armor Proficiency (Medium) (1x),Cooperative Spell,Energy Substitution (fire), Extra Turning (2x),Insidious Magic,Iron Will,Leadership,Martial Weapon Proficiency,Pernicious Magic,Scribe Scroll,Shield Proficiency,Silent Spell,Simple Weapon Proficiency,Tattoo Focus,Tenacious Magic,Track
Deity Dalt Domains:Trickery,Protection Granted Powers:Bluff, Disguise and Hide are class skills.,You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on their next saving throw equal to your level. It's an abjuration effect that lasts one hour, once per day.
Spells Castable/Known
Druid (0:3/0 1:1/0 2:0/0 3:0/0 4:0/0 5:0/0 6:0/0 7:0/0 8:0/0 9:0/0)
Wizard (0:4/0 1:6/0 2:5/0 3:4/0 4:3/0 5:0/0 6:0/0 7:0/0 8:0/0 9:0/0)
Cleric (0:4/0 1:2+1/0 2:0/0 3:0/0 4:0/0 5:0/0 6:0/0 7:0/0 8:0/0 9:0/0)
 
Last edited:

Ysgarran said:
Too much time on my hands...I almost got to Level 20 with a +0 Bab but I messed up at the final level and added a second level of "Master of Shrouds". Incredible will save though...

Mad As A Hatter:M Human
Rogue 1
Bard 1
Druid 1
Sorcerer 1
Wizard 1
Cleric 1
Dragon Disciple1
Harper Scout 1
Divine Seeker1
Virtuoso 1
Watch Detective 1
Contemplative 1
Mage of the Arcane Order 1
Guild Thief 1
Red Wizard 1
Shadow Adept 1
Fatespinner 1
Elemental Savant 1
Mindbender 1
Master of Shrouds 2;
Size:M; hp 81; Init +0; Spd Walk 30'ft.; AC 11; Atk = +2 melee, +2 ranged; SA:Sneak Attack +2d6 (2),Bardic music 2/day (2),Bardic knowledge (+7),Nature Sense,Animal Companion,Summon Familiar (2),+1 Natural Armor,Hit Die Increase (d6),Harper Knowledge,Favored Enemy(Red Wizards),Sanctuary,Thwart Glyph,Virtuoso Performance (Sustaining Song),City watch training,Divine Health,Spell Pool Level 1 access,Enhanced Specialization,Specialist Defense +1,Spin fate (Ex),Elemental Transition (Resistance 5 to chosen element),Immune to magical sleep effects,Telepathy (Su),Spontaneous casting,Rebuke Undead 11/day; AL:CN; SV Fort +12, Ref +8, Will +41; Str 10, Dex 10, Con 10, Int 23, Wis 11, Cha 11. Height 0' 0", weight 0 lbs
Skills and Feats:Alchemy +11, Animal Empathy +5, Bluff +7, Concentration +14, Diplomacy +14, Disguise +5, Gather Information +9, Hide +14, Innuendo +9, Intimidate +15, Intuit Direction +5, Knowledge (Arcana) +14, Knowledge (Local) +10, Knowledge (Nature) +9, Knowledge (Religion) +19, Knowledge (The Planes) +14, Move Silently +12, Perform +13, Profession (Astrologer) +1, Profession (Herbalist) +6, Scry +14, Search +23, Sense Motive +11, Spellcraft +19, Spot +9, Wilderness Lore +2, Alertness,Armor Proficiency (Heavy) (1x),Armor Proficiency (Light) (1x),Armor Proficiency (Medium) (1x),Cooperative Spell,Energy Substitution (fire),Exotic Weapon Proficiency,Extra Turning (2x),Insidious Magic,Iron Will,Leadership,Martial Weapon Proficiency,Pernicious Magic,Scribe Scroll,Shield Proficiency,Silent Spell,Simple Weapon Proficiency,Tattoo Focus,Tenacious Magic,Track
Deity:Dalt Domains:Trickery,Protection Granted Powers:Bluff, Disguise and Hide are class skills.,You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on their next saving throw equal to your level. It's an abjuration effect that lasts one hour, once per day.
Spells Castable/Known
Druid (0:3/0 1:1/0 2:0/0 3:0/0 4:0/0 5:0/0 6:0/0 7:0/0 8:0/0 9:0/0)
Wizard (0:4/0 1:6/0 2:5/0 3:4/0 4:3/0 5:0/0 6:0/0 7:0/0 8:0/0 9:0/0)
Cleric (0:4/0 1:2+1/0 2:0/0 3:0/0 4:0/0 5:0/0 6:0/0 7:0/0 8:0/0 9:0/0)

He can do a little bit of everything except hit the broad side of a barn.
 

I should make this guy an NPC in my camapaign. He is always ready for everything except fighting. When a fight breaks out he runs for the hills.
 


I wanted to make this guy a worshipper of Cyric but the domains didn't quit work out. Cyric being the god of Madness it seemed that would have been appropriate. The character also really needed the "hide" as class skill (which is the trickery domain ability ) at the earlier levels to ensure that he qualified for some of the prestige classes. I couldn't make him evil since he would no longer qualify for the "Harper Scout" prestige class (which is where he got the Favored Enemy (Red Wizards) ability.

Dalt is an obscure Suel Greyhawk deity of Portals, Doors, Locks, Keys.

later,
Ysgarran.

p.s.
"Master of Shrouds" is where he got the +2 BAB. I thought that prestige class had a poorer BAB than +1 per level.
 

I'm not sure exactly how you got the caster level up high enough to cast third level spells. Have to go through the books to see that.

One thought is that you might have been able to use LoreMaster and possibly even Arcane Trickster (depending on how many of those classes had Decipher Script).

As for wanting Move Silently as a class skill, the Forgotten Realms would have made it easy. Use the Cosmopolitain feat.
 



I know a person who is infamous for creating ineffective characters. He also seems to be addicted to multiclassing.

This caused me to wonder, just how far could a character go without getting +1 BAB? Thus the post.

We have one example (above) that made it to 18th level before getting +1 BAB. Although it would be difficult, it looks like you could probably find at least two more PrC that don't give +1 BAB to finish the character off.

In all honesty, I didn't think you could make 20th level without gaining +1 BAB. I'm surprised to see it possible at 18th level, personally I was expecting it to stop at about 15th level or so. Then again, I don't have all of the splatbooks so many of the above classes are PrC that I've never heard of.
 

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