Gauss |
Add up the BAB from each class at that class's level.
Example:
If you are a Cleric 8/Fighter 2 you have a BAB of +6 from Cleric and a BAB of +2 from Fighter for a total of +8
Then you subtract 5 from that and if you have a number above zero you have an additional attack.
In my example that would be +8-5 = +3 which is above zero. This gives you a +8/+3 when making a full attack (the first at +8 and the second at +3).
- Gauss
Detect Magic |
I'm not sure what the official ruling is, but I add the fractions together when determining BAB / saves.
For an 8th-level cleric / 1st-level holy vindicator, that'd be...
BAB: (3/4 x 8) + 1 = +7/+2.
Fort: 2 + (1/2 x 9) = +6
Ref: 1/3 x 9 = +3
Will: 2 + (1/2 x 9) = +6
If, on the other hand, you just add the listed values together, you'd arrive at +7 Fort / Will (BAB would be unchanged).
I prefer adding the fractions together so that you do not receive "dead levels" for your BAB / saves (such as when a 2nd-level rogue multi-classes into wizard at 3rd-level; if you add the BAB values together, you get +1, whereas if you add the BAB fractions together, you get +2). Similarly, this prevents characters from raking up all those +2 save bonuses for taking one level in multiple base classes.