
Derek Vande Brake |

Using just the classes in the Paizo products, I know there are 13 Base classes without full BAB. So if you multiclassed one level in each of them, you could have no BAB until you reached 14th level. But could you get higher? Are there any prestige classes that you could qualify for with only one level in each of several classes? Could you get all the way to 20 by using 7 prestige classes?
Obviously this would make a very ineffective character, but is it actually possible?

Drejk |

I think he could be a summoner with the luggage as his eidolon.
I wonder how he, with one level of Summoner, managed to convince his GM to let him get Boon Companion ten times...
All this +0 BAB classes surely explain his total saving throws, despite low Wisdom, low Dexterity and moderate Constitution.

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I actually sorta did this the other night:
half-elf
Bard 1; barbarian 1; cleric 1; druid 1; fighter 1; monk 1;
ranger 1; rogue 1; sorcerer 1 (draconic); wizard 3; assassin 1; arcane trickster 2; dragon disc 3; arcane archer (finally hit +6 BAB) 1; Shadowdancer 1
great fortitude
iron will
lightning reflexes
impr all 3 above
Saves come out to:
Fort - 18 + 2 feat + stat
Reflex - 14 + 2 feat + 2 familiar + stat
Will - 16 + 2 feat + stat
Did a basic 14 all stats to start (at level 20, start: 5 14s, one stat raised to 14) then added +6 for books of learning and +6 for belts n helms or whatever gives the other +6 for a total stat bonus of +7 at 26s.
So basically you come out at 27, 25, 25 for your saves at lvl 20. Not to shabby since the worst save in the book is a trap at 27.

Ashiel |

blahpers wrote:After 19 of them, there ought to be a prestige class called Tourist. Requirement: Character level 19, BAB 0.The single feature of this one level prestige class is a +20 BAB.
And +19 caster levels to all your casting classes and spells per day of course!
I mean, if you're going to slug through 19 levels at +0 BAB, with no higher than level 1 spells and 1st level class features at your disposal; then the laws of RPGs clearly state that you must be getting the freakin' holy grail of prestige classes and rewards at the end of the grueling ordeal. :P

Sub_Zero |

Sergeant Brother wrote:blahpers wrote:After 19 of them, there ought to be a prestige class called Tourist. Requirement: Character level 19, BAB 0.The single feature of this one level prestige class is a +20 BAB.And +19 caster levels to all your casting classes and spells per day of course!
I mean, if you're going to slug through 19 levels at +0 BAB, with no higher than level 1 spells and 1st level class features at your disposal; then the laws of RPGs clearly state that you must be getting the freakin' holy grail of prestige classes and rewards at the end of the grueling ordeal. :P
lol, forget all that, if you make it to level 20 with no classes above level 1, you've done the impossible, and incoherent.
You'll have "won" the game. That shouldn't even make sense, but then again, a level 20 character with a bsb +0 deserves to "win" a game that has no way of actually winning.

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Ok to make this build actually happen (not saying it will be GOOD, just that it can happen, LOL), you start with one level of each of the base classes that dont' have full BAB. You end up with 13 levels and +0 BAB. Some important choices along the way:
-Vivisectionist Alchemist (stacks with the rogue's sneak attack)
-Tattooed Sorcerer (tattoo familiar stacks with both wizard and witch familiars, and you get +1 caster level with one spell school), you may also consider taking the Sylvan bloodline to stack a level for your animal companioin from your Druid level)
From there, you can start looking for prestige classes that work:
-Assassin 1 (gets you to a total of +3d6 sneak attack)
-Pathfinder Chronicler 1 (stacks with your level of bard for bardic performance)
-Cyphermage 1 (gets you +1 spellcasting level of any of your arcane spell classes, I would probably go with Wizard, maybe Witch)
-Inner Sea Pirate 1 (stacks another level of sneak attack for a total of +4d6)
-Master Spy 1 (stacks yet ANOTHER level of sneak attack for a total of +5d6)
-Diabolist 1 (gives you another level of spellcasting with Wizard to get to 2nd-level spells. Note that you have to assume that you've been able to conjure a devil using a scroll of lesser planar ally or lesser planar binding, since there's no way you can cast those spells)
-Arcane Trickster 1 (gives you yet another level of spellcasting with Wizard, up to level 4 now)
That's 20th level, folks, with absolutely 0 Base Attack Bonus. I was trying to figure out how to get a level of Mystic Theurge in there, but I couldn't get the divine spellcasting class level past 1. However, at the end of these 20 levels you'll be casting like a level 4 Wizard, you'll have sneak damage of +5d6, and you'll have a bunch of super weak abilities that in the right situation might make you really useful. However, it's all about the saves with this build. Your will save will be up in the 30s, with your other saves not far off from that.

Jodokai |
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This is what I came up with. I couldn't use druid, because in order for Monk and Assassin you have to be Lawful Evil. I only used an Archetype on Magus (Kensai) so I could get Weapon Focus without a BAB. Once I qualified for everything, I just picked random things.
Male Human Alchemist 1 Assassin 1 Bard 1 Cleric 1 Cyphermage 1 Divine Scion 1 Dragon Disciple 1 Inquisitor 1 Magus (Kensai) 1 Master Spy 1 Monk 1 Oracle 1 Pathfinder Chronicler 1 Red Mantis Assassin 1 Rogue 1 Shadowdancer 1 Sorcerer 1 Summoner 1 Witch 1 Wizard 1
LE Medium Humanoid (Human)
Hero Points 1
Init +2; Senses Perception +11
Aura Arcane Beacon (4/day)
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DEFENSE
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AC 15, touch 14, flat-footed 12. . (+2 Dex, +1 natural, +1 dodge)
hp 141 (1d12+15d8+4d6+40); Judgement of Profane Healing 1
Fort +13, Ref +15, Will +29
Defensive Abilities Canny Defense +1, Judgement of Profane Protection +1; DR Judgement of Profane Resiliency 1: Magic; Immune fatigue; Resist Judgement of Profane Purity +1, Judgement of Profane Resistance 2 (Cold)
Weakness Lame
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OFFENSE
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Spd 20 ft.
Ranged Bomb +3 (1d6+4 Fire)
Special Attacks Bomb 1d6+4 (5/day) (DC 14), Claws (4 rounds/day), Death Attack (DC 15), Flurry of Blows -1/-1, Judgement of Profane Destruction +1, Judgement of Profane Justice +1, Judgement of Profane Piercing +1, Judgement of Profane Smiting (Magic), Sneak Attack +4d6
Spell-Like Abilities Summon Monster I (4/day)
Bard Spells Known (CL 1, +2 melee touch, +2 ranged touch):
Inquisitor Spells Known (CL 1, +2 melee touch, +2 ranged touch):
Oracle Spells Known (CL 1, +2 melee touch, +2 ranged touch):
1 (4/day) Cure Light Wounds (DC 12)
Red Mantis Assassin Spells Known (CL 1, +2 melee touch, +2 ranged touch):
Sorcerer Spells Known (CL 1, +2 melee touch, +2 ranged touch):
Summoner Spells Known (CL 1, +2 melee touch, +2 ranged touch):
Alchemist Spells Known (CL 1, 2 melee touch, 2 ranged touch):
Cleric Spells Known (CL 1, 2 melee touch, 2 ranged touch):
0 (at will) Detect Magic
Magus (Kensai) Spells Known (CL 1, 2 melee touch, 2 ranged touch):
Witch Spells Known (CL 1, 2 melee touch, 2 ranged touch):
Wizard Spells Known (CL 2, 2 melee touch, 2 ranged touch):
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STATISTICS
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Str 14, Dex 15, Con 14, Int 18, Wis 12, Cha 12
Base Atk +0; CMB +2; CMD 16
Feats Alertness, Assassin Weapon Proficiencies, Bard Weapon Proficiencies, Brew Potion, Combat Reflexes (3 AoO/round), Cypher Magic, Deceitful, Dodge, Eschew Materials, Improved Unarmed Strike, Iron Will, Mobility, Monk Weapon Proficiencies, Rogue Weapon Proficiencies, Scribe Scroll, Stunning Fist (5/day) (DC 21), Throw Anything, Two-weapon Fighting, Weapon Focus: Sawtooth Sabre, Weapon Specialization: Sawtooth Sabre, Wizard Weapon Proficiencies
Skills Bluff +14, Disguise +14, Intimidate +10, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Geography) +5, Knowledge (History) +13, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Nobility) +5, Knowledge (Planes) +13, Knowledge (Religion) +13, Linguistics +13, Perception +11, Perform (Dance) +6, Perform (Oratory) +9, Profession (Scribe) +10, Sense Motive +13, Spellcraft +12, Stealth +10 Modifiers Alchemy +1, Master Scribe +1, Monster Lore
Languages Celestial, Common, Daemonic, Dark Folk, Draconic, Elven, Girtablilu, Infernal, Thassilonian, Varisian
SQ AC Bonus +1, Arcane Familiar Nearby, Arcane Pool (+1) (5/day) (Su), Aura (Ex), Bardic Knowledge +1 (Ex), Chosen Weapon: Sawtooth Sabre, Cleric Channel Negative Energy 1d6 (4/day) (DC 11) (Su), Cleric Domain: Arcane, Cleric Domain: Deception, Deep Pockets (100gp) (Ex), Draconic: Silver Dragon (Cold), Eidolon Link (Ex), Empathic Link with Familiar (Su), Hero Points (1), Hide in Plain Sight (Su), Judgement (1/day) (Su), Life Link (Su), Master of Disguise (Ex), Mutagen (DC 14) (Su), Opposition Alignment: -Choose- (Ex), Poison Use, Share Spells with Eidolon (Ex), Share Spells with Familiar, Slow and Steady (Ex), Spell Combat (Ex), Spontaneous Casting, Stunning Fist (Stun) (Ex), Sudden Shift (4/day) (Su), Swift Scroll (Ex), Trapfinding +1, Unarmed Strike (1d6)
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SPECIAL ABILITIES
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AC Bonus +1 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Beacon (4/day) (Su) 15' Aura allows allies a choice of +1 CL or +1 DC for spells they cast.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Canny Defense +1 (Ex) +INT bonus to AC (max Duelist level).
Chosen Weapon: Sawtooth Sabre Kensai abilities only function when wielding a weapon of this type.
Claws (4 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Cleric Channel Negative Energy 1d6 (4/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Arcane Associated Domain: Magic
Cleric Domain: Deception Associated Domain: Trickery
Bluff, Disguise, and Stealth are class skills.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
Cypher Magic Gain bonuses to caster level when using scrolls
Death Attack (DC 15) (Ex) You can kill or render a target helpless for 1d6+1 rounds with a prepared sneak attack.
Deep Pockets (100gp) (Ex) You carry a pool of unspecified gear.
Draconic: Silver Dragon (Cold) +1 damage per die for [Cold] spells.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Immune to Fatigue You are immune to the fatigued condition.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +1 (Su) Weapon Damage bonus.
Judgement of Profane Healing 1 (Su) Fast Healing
Judgement of Profane Justice +1 (Su) Attack bonus
Judgement of Profane Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +1 (Su) AC bonus
Judgement of Profane Purity +1 (Su) Save bonus
Judgement of Profane Resiliency 1: Magic (Su) DR/magic
Judgement of Profane Resistance 2: Cold (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Master of Disguise (Ex) A master spy can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1.
Master Scribe +1 (Ex) +1 linguistics, profession (scribe), and use magic device (written) checks.
Mobility +4 to AC against some attacks of opportunity.
Monster Lore +1 (Ex) +1 to Knowledge checks when identifying the weaknessess of creatures.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Opposition Alignment: -Choose- (Ex) A divine scion must pick one of the following alignment subtypes as her opposition alignment: chaotic, evil, good, or law. The opposition alignment she chooses must be one that she does not possess as part of her own alignment. She gains a +1 bonus o
Poison Use You don't accidentally poison yourself with blades.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stunning Fist (5/day) (DC 21) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Sudden Shift (4/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Summon Monster I (4/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Swift Scroll (Ex) Do not provoke when retrieving a scroll; retrieve a scroll as a free action as part of a move.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 +1 to find or disable traps.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.