BAB for Magics Attacks


Rules Questions


Hi all,

I would like to know (although I can imagine the answer) what is the BAB for Magic Attacks and the ability that is used.

If we use the normal BAB + DEX the bonus is so low that is almost impossible to hit any target, specially at higher levels when you almost dont get any improvement and the enemies get a much higher armour class.

I started to think that I'm doing something wrong with it, so I prefered to clarify it with you, guys.

Does any of you used any other method to calculate the bonus to the Megic Attacks? like "Caster Level + Intelligence/Wisdom"

Thank you in advance


It’s BAB plus dex for ranged or strength for melee unless the spell text says otherwise. High level spells usually say you can use your key attribute, but low level spells do not.

See disintegrate and feeblemind for examples where they let you use your key attribute.


Xenocrat wrote:

It’s BAB plus dex for ranged or strength for melee unless the spell text says otherwise. High level spells usually say you can use your key attribute, but low level spells do not.

See disintegrate and feeblemind for examples where they let you use your key attribute.

I see.

Great!!

thank you for your help !!!

Sczarni

Pathfinder Starfinder Society Subscriber

Enemy ACs scale lower than PCs, so hitting doesn't generally end up being a problem.


Also, you're targeting EAC which is lower. If you have a decent Dex/Str, you should be good.


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Also melee spell attacks do hold the charge if you miss. It’s hidden in the tactical rules chapter under special effects rather than being in the spells chapter.


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Pathfinder Starfinder Roleplaying Game Subscriber

Also, Starfinder is not Pathfinder. You might be playing a spellcaster, but you probably should be building out your Dex and/or Str anyway, depending on your exact build. After all, you will still want to be able to shoot and/or stab stuff.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Metaphysician wrote:
Also, Starfinder is not Pathfinder. You might be playing a spellcaster, but you probably should be building out your Dex and/or Str anyway, depending on your exact build. After all, you will still want to be able to shoot and/or stab stuff.

To expand on this, every class in Starfinder uses weapons, to shoot, punch, or anything in between. Each class also has other stuff that defines the class, like the envoy's improvisations, the mechanic's drone/exocortex, the spells of the technomancer/mystic/witchwarper, etc. You have these cool abilities, but that is not a reason to neglect all the other useful things you can do. Like shooting people.

Dataphiles

To summarize what others have been saying..

There are no dedicated spell casting classes. They are meant to be supplemented with weapons. Build with that in mind.


Pathfinder Starfinder Roleplaying Game Subscriber
Poit wrote:
Metaphysician wrote:
Also, Starfinder is not Pathfinder. You might be playing a spellcaster, but you probably should be building out your Dex and/or Str anyway, depending on your exact build. After all, you will still want to be able to shoot and/or stab stuff.
To expand on this, every class in Starfinder uses weapons, to shoot, punch, or anything in between. Each class also has other stuff that defines the class, like the envoy's improvisations, the mechanic's drone/exocortex, the spells of the technomancer/mystic/witchwarper, etc. You have these cool abilities, but that is not a reason to neglect all the other useful things you can do. Like shooting people.

Also important not to neglect: skill codes. Spellcasting does *not*, by and large, replace the need to make skill checks. Don't assume your spellcaster is fine with just Mysticism, and they'll solve any other skill obstacle by casting a spell.


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RIP Witchwarpers.

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