Requesting advice: trading B.A.B for other more useful features


Homebrew and House Rules


Hi all.

I've recently joined a table where I play a Cleric with the Herald Caller archetype. It loses medium armour and shield proficiencies to gain summoning abilities.

I can envision how retaining 3/4 B.A.B progression can be useful, for an archer character for example. However, this isn't my case, Charisma is my second-higher ability, not Dexterity, as I decided I'd channel rather often.
Hence, I would like suggestions to give my G.M of what I could trade 3/4 B.A.B for, setting it to 1/2, given that B.A.B is a powerful element, not simply a not often used class ability.

I had initially thought +2 skill points/level and another domain, or feats like the wizard but come to think of it, I would prefer something more thematically fitting, either with the Cleric aspect or with the summoning aspect of my character.
I'd also prefer something that has level progression.

What sayeth thou?


You probably shouldn't get much at all for it- you're already trading away a lot of your fighting ability by losing defenses, so trading offense shouldn't come with anything too strong. +2 skill points per level by itself seems fair-to-generous. (Cardinal Cleric drops BAB, loses the same armor and shield stuff, and loses a domain for +4 skill points.)

A couple ideas:
- The ability to spontaneously convert a spell to a domain spell (or switch your domain spell upon casting) a number of times per day equal to the number of points of BAB you've fallen behind a regular Cleric.
- A number of times per day equal to the BAB you're missing, you can choose to reroll a channeled energy (all the dice). You have to take the second result.


BAB is a pretty major class feature, so my thought for a summoner type character is... Eidolon.

Maybe with a -3 level penalty (so you'd get it at 4th level) like what a ranger gets on his/her animal companion?

And lacking the other summoner class features that let you get shield bonuses or merge with it or such. Just the eidolon itself and it's progression/evolutions.


The issue with this is that BAB doesn't mean a lot to most spellcasters. So many spells don't require attack rolls that dropping your BAB could, potentially, be utterly meaningless.

A summon-heavy caster is a perfect example of this. You'll likely never fight, so that BAB reduction means doodly-fudge.


Well, yes and no, I have been in situations where I have been captured, my holy symbol taken, finding makeshift armour and weapon, physically fighting my way out, not able to cast spells or channel.

What I mean is that it is true that under optimal conditions, I won't strike at enemies myself. However, these conditions when I can deploy all the arsenal are rare, just as the other side of the spectrum, me not being to deploy anything of it, exist but are also rare.

Which is why I seek to exchange the B.A.B for something moderately useful but not character defining yet if possible thematically fitting.

Are there a set of angelic powers that grow with the character somewhere in the game for example?
I am not looking for something powerful, just something that wouldn't make me feel this sizeable chunk of class construction resources is completely wasted here.

I oppose the view of looking at the utility of something for a given character to define its value. The value is intrinsic to what is considered. From there, it is because B.A.B is valuable that I seek to trade it, it lies at the core of class construction.
You say it is worth "doodly-fudge", then if you were my G.M., would you give me full B.A.B if I asked for it, in exchange for doodly-fudge? It is the same difference between low and medium progressions as it is between medium and full ones. After all, low, medium or full, it is still useless to me as I don't have the STR and A.C or DEX values to make use of it.

Isn't it only fair that what I would have to give up to get full B.A.B, I could obtain when dropping to 1/2?

Edit: spelling mistakes due to phone auto-correction.


there's a reason why archetypes usually don't trade bab for anything


I would ask that you please refrain from a one-line reply that doesn't address the topic.

What is the reason you believe B.A.B isn't usually traded?

I am willing to discuss, I am not trying to power game, I am recognising how class construction resources are given value and in the spirit of making the class I play something more interesting, to trade, as archetypes do, something in the regular class that I don't feel like playing with for something else.

It is possible the conclusion of this discussion will be that such a trade can't happen but it doesn't mean the discussion to reach there shouldn't.


A couple things about your Cleric idea:

- While it's one way to compensate for things, more skill points probably isn't that important to a Cleric character, unless you're trying to specialize them to be more rogue or bard like.

- If you are going to reduce BAB and think of your Cleric as being like a pure caster, I suppose one of the logical routes to take would be to give them abilities that enhance their casting in some way.

- Another possibility is to find ways to alter or enhance your channeling ability to do different things.

That said, I kind of agree with the prior poster about the basic utility of BAB. Even without taking a power gaming perspective, there can be situations where it's useful for a character to at least have a back-up plan for situations where they will otherwise find themselves useless - such as when your party is confronted with flying enemies and no one does ranged combat in the party. This is especially true for Vancian magic, where the cliche example is that the Wizard runs out of spells, and is left just being a low HP and low BAB character running and hiding or using items if they can until they get their spells back.

For this reason, I've tended to want to make my Cleric characters specialize in ranged combat. Which also happens to be one of the best possible builds.


BAB applies to a few things, listed below:

- Attack Bonus
- Iterative Attacks
- Combat Maneuver Bonus / Defense
- Feat Qualifications
- Feat Scaling

Of these, only the CMB/CMD loss is going to matter for someone who's primarily summoning. None of the other features are important unless you plan on making attacks, which also cover touch and ranged touch attacks for spells. The question to be asked is whether the GM should consider your planned build when determining how much you lose.

In theory, dropping BAB is a big loss as that means you can't do martial combat as effectively. However, in practice, losing BAB doesn't mean that much to someone whose primary contribution will be via summons. That doesn't mean the character isn't losing anything at all, as keeping that BAB means they could potentially use weapons or spells with attack rolls more effectively, making them more versatile and effective in a range of situations.

Imo, I would grant something specific to spellcasting to emphasize the shift from a character who can do martial combat and spells into a full-fledged spellcaster. +1 spell per day for each spell level and the ability to spontaneously cast domain spells would be a nice bonus without bringing too much power.

To add some balance, also add a clause that causes you to lose your spellcasting if you wear armor of any kind. Losing proficiency from the Herald Caller archetype matters because armor check penalties would also apply to attack rolls, but decreasing BAB means you're already not planning on attacking and could thus wear heavy armor without proficiency and take no penalties. It's a way to reach a balanced middle ground.


I wouldn't give you much for it, since by your own admission, it isn't worth much to you.

Deific or Celestial Obedience, perhaps? It's a "small" (a single feat), thematic, scaling boon. That's about the most you'd be able to squeeze out of me, personally.

Or maybe Diverse Obedience to give you a bonus, but only by putting it behind a feat tax wall.


Zhayne wrote:
A summon-heavy caster is a perfect example of this. You'll likely never fight, so that BAB reduction means doodly-fudge.
LuniasM wrote:
Of these, only the CMB/CMD loss is going to matter for someone who's primarily summoning. None of the other features are important unless you plan on making attacks,

Um, that depends heavily on play style and table expectations.

A character at my table who "only summoned and never attacked" would be laughed out of the room for being "the load" and not contributing enough to the party. (To be clear, I am not suggesting that the OP is going to be a "load" - healing is another vital role, so summoner/healer would be an excellent example of a useful build - just not one I've seen before).

Most summoner-type characters I've seen are also melee fighters (or occasionally ranged fighters) fully capable of buffing themselves and their summons into beastly DPS attackers (or unstoppable tanks, or both).

Hence why I treated like dropping BAB as a big deal - that's how my table plays, and my expectation is that a summoner will be a major contributor to combat even when they are out of summons for the day (or before they start summoning, depending on build).

Anyway, the point is that the idea that a summoner will "likely never fight" or that summoners "only needs BAB for CMB/CMD" is pointedly untrue - or at least, is would be at a lot of tables. A lot of this depends on what this group considers "normal" for a summoner type characters - stand around doing nothing while your summons do all the work, or fighting along side them. If the later, then that BAB is very valuable and should have a valuable replacement.


Zelgadas Greyward wrote:

Most summoner-type characters I've seen are also melee fighters (or occasionally ranged fighters) fully capable of buffing themselves and their summons into beastly DPS attackers (or unstoppable tanks, or both).

Hence why I treated like dropping BAB as a big deal - that's how my table plays, and my expectation is that a summoner will be a major contributor to combat even when they are out of summons for the day (or before they start summoning, depending on build).

In most circumstances I would agree that summoning characters tend to provide some amount of martial prowess to the party, but in this specific situation that isn't the case - the OP doesn't plan to contribute in that way due to their stat allocation. That's why I'm on the fence about treating it as a big loss, since it won't impact their character much either way.


I wouldn't be inclined to let a player who does not intend to roll to attack trade reduce their BAB to gain other benefits, since this strikes me as the bad kind of min-maxing; you're literally trading away all of your class features that don't contribute to the thing you're specializing in to be more specialized.

The 3/4 BAB will be handy for those times when you're in an anti-magic field and have to reach for a crossbow, or something. I mean, in that case your BAB will be even more useful because, as you say, your Dex isn't that high. It's going to be a while before you have enough spell slots to occupy every round of every combat of every day, so you might as well have something semi-productive to do then.


Thank you for the answers!

Please keep them coming!

@LuniasM, I like your idea! I find it balanced, given how important B.A.B is mechanically. The only drawback is that it adds more of the same, making the character more powerful but not adding new things. I seek to replace B.A.B because it is costly in the class construction but I make little use of it. However, I do not seek to increase the over-all power of my character significantly which adding spell slots would do. As PossibleCabbage puts it, it would be the bad kind of min-maxing, making my specialty even stronger.
I like the versatility of spontaneous spellcasting though! - it is one of the reasons that drew me to Herald Caller - I will explore this avenue. QuiEst had also mentioned this, thank you to her/him as well!

About wearing heavy armour without proficiency, I wouldn't do it for three reasons, it does have a mechanical impact even when not striking, on initiative, which is of consequence, the setting of the campaign is desertic, adding further penalties to heavy armour and, mainly, it isn't role-play, it isn't in the spirit of my character to do this, to do what works best rather than what is the right thing, it would be a case of mechanics trumping role-play - the same goes for medium armours or shields even though they aren't affected by the desertic setting. I would consider it a betrayal of the G.M by me to do this if he'd allow me to re-allocate B.A.B resources to something else.

@Zelgadas Greyward, the idea of an Eidolon at -3 character level is fun! It is a fair trade and fits the bill of growing with the character. It just doesn't work for unrelated reasons, there can be many players at the table so adding yet another actor isn't necessarily wise and the bestial monster I imagine an eidolon as doesn't quite fit the kind priestess of redemption my character is. If I manage to reskin it as an angelic being, it could be something though. I'll look further into it.

To those who are saying that B.A.B isn't worth much to me so they wouldn't give me much, would you give me full B.A.B against not much since it still isn't worth much to me?
It isn't a matter of how much B.A.B is worth to me, it is a matter of how much it costs in the budget of building a class and freeing those resources to allow for something more interesting to play.
I could retrain a feat or two, get a belt of Dex, grab a ranged weapon and let fly starting the second round of each battle, it would be nasty powerful. This isn't what I am looking for for now. If it turns out B.A.B can't be traded, maybe I'll do it then so as not to let it go to waste.

- This reminds me of a Shadowrun character I had, it was an Adept, a magical monk. I had taken Sensitive System as a Disadvantage, which penalises getting implants but I wasn't planning on getting implants because of Sensitive System. Normally, implants impact negatively one's Magic, with Sensitive System, even more so. The G.M. didn't accept. So I ended up not getting Sensitive System and getting implants, just enough and the character turned out much more powerful than it would have been otherwise, having both chrome and magic -

@StephJZ, it isn't a matter of best build, the best build is one one enjoys playing - as long as the other players aren't annoyed by it -, not necessarily the most effective. I do not intend to strike but if left with the B.A.B, I could very well decide to, it will be effective, I just would enjoy it less but the monsters would go down faster.

Also, it is a matter of fairness. It isn't about squeezing things out of the G.M. and I do not believe the G.M. is here to swindle me, just like it isn't fair to build a monstruously powerful character even though it is possible to do it completely legally.

@Gulthor and @Zhayne, would you accept that I trade a feat for full B.A.B? If not, then your trade isn't fair.

Let's ask the question this way, how much would a character, not necessarily mine, have to trade away to increase B.A.B from 3/4 to full?

It is a campaign I've joined just as they got to level 5 and we are now level 8, so I do have spell slots. My roles in the party are - when I am not summoning - buffing and removing debuffs, as well as healer and undead killer. The party is mainly composed of strikers, spell-less paladin, shapeshifting druid, barbarian, 2H inquisitor, magus, monk, rogue. I am a team player and I wouldn't be leaving an empty spot here.
- Not everybody plays all the time, we are grown ups with lives taking precedence, for those who would worry about too many players around the table -
Outside of combat, I fulfill roles usual for a cleric, I can be a face, I know a thing or two about undead and divinity, I am not easily fooled or surprised but there are also things that are there just because they fit the character, like being a good dancer or being an efficient administrator.

@PossibleCabbage, it is exactly that, to have something semi-productive to do when I do not cast that I wish to trade B.A.B away. I do not wish to trade for more specialisation but for something else for which I am asking for suggestions.
- I've been in an erratic magic field, making spellcasting hazardous, it was fun, I still didn't reach for my crossbow. As said earlier, I also ended up stripped of divine power and had to rely on skill and physical competence, it doesn't change the fact that I think B.A.B doesn't belong with this character and could be done away with for something more interesting -

Maybe I should have started my first post by a disclaimer stating that I am not trying to abuse the system, that I know how to abuse the system had I wanted to do so.

I turn to you all for creativity, you have begun to help me, please continue so!


wearing armor your not proficient in doesn't effect initiative just attack and str and dex based skills initiative isn't a skill


getting rid of bab would be worth maybe 2 skill points or an extra level 1 spell gaining bab on the other hand is worth high level spells so to trade to get bab i would have you go down to a 6/9 caster or if your playing a 6/9 caster already go down to a 4/9


The biggest drawback to reducing your base attack bonus in-system is that a class' hit die type is tied directly to their base attack progression. "Meta mechanics"-wise, reducing your 3/4ths BAB progression (tied to having a d8 HD) to a 1/2 BAB progression drags your HD type down to a d6 right along with it.

For that reason alone I would not recommend asking for the exchange.


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pplouf wrote:

Thank you for the answers!

Please keep them coming!

(...)To those who are saying that B.A.B isn't worth much to me so they wouldn't give me much, would you give me full B.A.B against not much since it still isn't worth much to me?

(...)@Gulthor and @Zhayne, would you accept that I trade a feat for full B.A.B? If not, then your trade isn't fair.
Let's ask the question this way, how much would a character, not necessarily mine, have to trade away to increase B.A.B from 3/4 to full?

*I* didn't say that 3/4 BAB wasn't valuable to you, *you* said that 3/4 BAB wasn't valuable to you.

I know it's a dirty concept in certain circles, but I'm not against min-maxing, but make no mistake that's what you're doing. You've identified a character resource that you have that you aren't using, and you're looking to trade it away for a useful, scaling, thematic bonus related to your character being a Cleric.

Deific Obedience is useful, scaling, thematic, related to your character, and is more than a fair trade for a class feature you've admitted you're not going to be using anyway.

The idea of putting everything on a budget falls apart pretty quickly, and things are part of a whole package. Class abilities can't simply be assigned point values, because as we've seen with Race Points, that crumbles against scrutiny. Classes aren't created on an equal point buy, but rather as kits and packages - and sure there are archetypes that trade a lot of those features away (which can make us start to think in terms of trading features away for other useful features as just a common, basic, matter of course).

I think someone suggested maybe designing a Cleric archetype that's 1/2 BAB, d6 HD, suffers from spell failure chance, and has greater spellcasting abilities. That seems pretty reasonable if you wanted to go that far.

But you're basically wanting something for nothing (in terms of this specific character). As a GM, I'd bite, and suggest Deific Obedience as what I'd be willing to offer in exchange.

And as you've brought up the value of feats relating to attack bonuses, Weapon Finesse, for instance, can regularly grant a bonus of +4 or more to hit, as can, say, Precise Shot (by negating the penalty for firing into melee.) So yeah, seems fair.


Given that you already get 2 more skill pts than the cleric, I'd be reluctant to add further skill pts. Absolutely no extra spells/day! A second domain, a firm maybe. IF you took the lower hit die and re-rolled your HP... Maybe.

My big concern is that this archetype is from a Player Companion, which makes me look at anything carefully three times over, right there. The staff who vet the archetypes that make it onto the PRD don't even see this stuff before it goes to print. And I don't think they bother reading it afterwards, either, to see if they need to FAQ (read: nerf) anything. So that leaves it up to the GM.

And I'm looking at Mighty Heralds, with two bonus feats and no apparent trade-off, with dark suspicion. Personally, I think that should be your benefit right there. Or to put it another way: I think you should be giggling hysterically at all that you got, and not trying for more.

But I might still allow a second domain, in exchange for the lower BAB & hit die.


I'd let you trade BAB for the Run feat. Get the former down low enough and the latter will really come in handy.


The Herald Caller is already better than the Cloistered Cleric. You already got the increased skill points to 4+Int for the trading away of armor and shield proficiency. But you don't suffer from reduced spellcasting, instead yours is actually better through the feats for summoning.

Though frankly +2 skill points to get up to +6 per level would certainly not be overpowering.

If you want to trade the 3/4 BAB to 1/2 and the d8 to d6, then I could see some additional options.


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It does matter what something is worth to you. When classes and archetypes are designed, they make trades (in theory) based on general value, providing multiple options so that the class/archetype gets multiple playstyle options. But when you're designing something for yourself, you know what playstyle you're going to be using, and trading options intended for versatility out for the one playstyle you're using.

Some examples:
- Clerics are a mixture of divine spells, healing (channeling and spontaneous conversion), martial (proficiencies and medium BAB progression), and sprinkled with domains on top. There's one archetype that trades out BAB, effectively getting rid of the martial category. It doesn't boost an existing category- making that category too strong- but instead gives the new category of skill monkey.
- Summoner have two big features apart from spells. An eidolon and the ability to summon monsters with SLAs. For balance, you can't do both. A common request is to trade the SLAs for a stronger eidolon. For the most part, aside from one mistake caused by two separately published options, Paizo hasn't done this except for very minor boosts, because when you're using your eidolon, the summoning option has no value.

That's what you're asking for, trading one unused category of versatility to strengthen the one you are using. Good design would say either you get part of a new category (since you only have part of the category to trade), or you only get a minor bonus to the existing category, equivalent to how much you actually value what you're trading.

Edit: Wait, Herald Caller already gets bonus skill points? Wow, that's good. Unless other players are getting custom modifications to trade out things they don't like, don't be greedy.


Hello all again, sorry for the delay. Life has a way of getting in the way^^

First, once again, thank you for taking the time to help me on this!

Now to further the discussion,

This is only tangentially related to the point but as it is easily cleared, I thought I'd address it,

Lady-J wrote:
wearing armor your not proficient in doesn't effect initiative just attack and str and dex based skills initiative isn't a skill

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dex– and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.

Initiative is a Dex-based ability check, hence is affected by non-proficiency.

In a more related fashion,

Gulthor wrote:
*I* didn't say that 3/4 BAB wasn't valuable to you, *you* said that 3/4 BAB wasn't valuable to you.

This is still not a reason to exchange it for almost nothing. I might have a Rolls-Royce of which I have no use for I get car-sick, it is true that I would trade/sell it for a bit less than its market value but not almost give it away. Not useful doesn't mean without value. If whether I use it or not affects your estimation of value, then how about something less powerful than 3/4 B.A.B. to a martial but more frequently used? Would it be fair?

What if I came to you while I had dumped Charisma and had a high Dexterity instead, hence being a good striker? Would you value my 3/4 B.A.B. the same?

Gulthor wrote:
You've identified a character resource that you have that you aren't using, and you're looking to trade it away for a useful, scaling, thematic bonus related to your character being a Cleric.

I think we have a misunderstanding here and I believe I didn't express myself correctly. What I meant by useful is actually "more interesting to play". I was envisioning something small, that fits the roleplay more than anything else. I like your idea of Deific Obedience. However, how would you implement it given that it normally doesn't do much before level 12?

- I was actually planning on taking Deific Obedience if we ever reached level 12 as I find it a nice roleplay feat -

bitter lily wrote:
I think you should be giggling hysterically at all that you got, and not trying for more.

I do not want "more", I am asking for suggestions for "other". As I've said, if I am stuck with it, I'll end up making use of the 3/4 B.A.B. I simply hope to find something more interesting, more fun to me as a player, as I'd like to do something else than striking foes this time, I do not even debuff that often.

JoeElf wrote:
If you want to trade the 3/4 BAB to 1/2 and the d8 to d6, then I could see some additional options.

I wasn't planning on lowering HD but I am open to discussion. What would you see as a fair trade then?

- @bitter lily, of course I'd be re-rolling H.P. then -

QuidEst wrote:

you know what playstyle you're going to be using, and trading options intended for versatility out for the one playstyle you're using.

Some examples:
- Clerics are a mixture of divine spells, healing (channeling and spontaneous conversion), martial (proficiencies and medium BAB progression), and sprinkled with domains on top. There's one archetype that trades out BAB, effectively getting rid of the martial category. It doesn't boost an existing category- making that category too strong- but instead gives the new category of skill monkey.

(...)

That's what you're asking for, trading one unused category of versatility to strengthen the one you are using. Good design would say either you get part of a new category (since you only have part of the category to trade), or you only get a minor bonus to the existing category, equivalent to how much you actually value what you're trading.

Edit: Wait, Herald Caller already gets bonus skill points? Wow, that's good. Unless other players are getting custom modifications to trade out things they don't like, don't be greedy.

But this is what I am saying, I do not want to replace B.A.B. for an increase in something I already do/have but by something else, to add another kind of versatility and it is for idea in what this versatility could be that I turn to you. I am not being greedy, I am not trying to get more of the same, more power, I am asking for something that isn't powerful, that fits the theme but that isn't entirely a gimmick.

Same note as earlier on the value of what I am trading, what if I had high Dex instead of high Cha, making me an efficient martial, would you be open to trade for more?

Please keep throwing suggestions, even if only small if you think 3/4 B.A.B. is worthless, I like what you have given me so far and I look forward to further discussion!
- as long as you are trying to help, I am looking at you Coquelicot Dragon^^ -


pplouf wrote:


Lady-J wrote:
wearing armor your not proficient in doesn't effect initiative just attack and str and dex based skills initiative isn't a skill

Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dex– and Str-based ability and skill checks. The penalty for non-proficiency with armor stacks with the penalty for shields.

Initiative is a Dex-based ability check, hence is affected by non-proficiency.

In a more related fashion,

no initiative is a check that uses dexterity it is not in and of itself a dex check, things effected by ACP are acrobatics, climb, disable device, escape artist, fly, ride, slight of hand, stealth, swim flat dex rolls and flat str rolls, dex based checks are your d20 roll + your dex and nothing you can add things other than your dex to initiative therefor it is not a dex ability check


"An initiative check is a Dexterity check."

Please, stick to the subject of the thread.


pplouf wrote:

"An initiative check is a Dexterity check."

Please, stick to the subject of the thread.

it is a dextarity check it is not however a dexterity ability check


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Lady-J wrote:
pplouf wrote:

"An initiative check is a Dexterity check."

Please, stick to the subject of the thread.

it is a dextarity check it is not however a dexterity ability check

That's the definition of what an ability check is. A Dexterity check is an ability check. A Dexterity-based check is not an ability check. An Initiative check is actually an ability check; it's just unusual in that it has abilities that interact specifically with that kind of Dexterity check.

@pplouf Obviously, I'm not going to convince you. It doesn't really seem to me that anyone is going to be able to convince you (you should note that you're getting a *ton* of feedback here that suggests you shouldn't get much for it). I've shown that a single feat can easily equal or exceed the degree of attack bonus you're giving up (a total of +5 at level 20, which you're unlikely to reach, can be granted by Weapon Finesse at level 1), so I maintain it's worth about a feat.

I'm not your GM, though, so maybe you can con your GM into giving you more.


Actually, I'll throw out another suggestion: thematic, scaling, related to cleric - I'd allow you to take a second domain, since you lose one from Herald Caller - provided you also took the hit from d8 to d6.

EDIT: Though I now re-read your OP and see that you were thinking it was worth a second domain *and* more skill points *without* the HD loss, so I think we're simply on different pages.


pplouf wrote:

I can envision how retaining 3/4 B.A.B progression can be useful, for an archer character for example. However, this isn't my case, Charisma is my second-higher ability, not Dexterity, as I decided I'd channel rather often.

Hence, I would like suggestions to give my G.M of what I could trade 3/4 B.A.B for, setting it to 1/2, given that B.A.B is a powerful element, not simply a not often used class ability.

Since you want to channel more often, ask your GM if they'd give you your BAB as a bonus to channels by going from 3/4 BAB to 1/2 BAB. That would give you, more or less, +1 hitpoint healed per channel per 2 levels of cleric.

That scales with level, something that can't generally be gained in the system, and is thematic per your character channeling more often.

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