Fractional Base Bonuses

Variant Rules

A multiclassing fix that eliminates the rounding penalties built into the standard class tables. Instead of rounding each class's BAB and saves down before adding them, you track the true fractional values, sum across all classes, then round once at the end. Multiclass characters will always be at least as good as — and often better than — their standard-rules counterparts.

Source: Pathfinder Unchained, Chapter 1 (p. 8). Recommended for any campaign with frequent multiclassing or prestige class dips.

How It Works

Base Attack Bonus

Every class has one of three BAB progressions — the fractions are exact but normally hidden by rounding. Under this variant, track each class's contribution separately and sum before rounding:

  • Full (d10 or d12 Hit Die): +1 per level — no rounding ever needed.
  • Medium (d8 Hit Die): +¾ per level.
  • Low (d6 Hit Die): +½ per level.

A character's BAB will only ever improve under this variant compared to the standard rules. Extra attacks still kick in at BAB +6, +11, and +16 as normal.

Base Save Bonuses

There are only two save progressions — good (+½ per level) and poor (+⅓ per level). The key rule change: the +2 bonus that good saves give at 1st level is a one-time benefit per save type, not a per-class bonus.

  • Add up all fractional contributions across classes for each save type.
  • If any class gives a good progression for that save type, add +2 once to that total.
  • Floor the result — that is the character's base save bonus.

Identifying progressions: In the standard rules, a class with a +2 save bonus at 1st level has a good progression for that save; a +0 indicates poor. For prestige classes, +1 at 1st level = good, +0 = poor.

Table 1–7: Fractional Bonuses by Class Level

Look up each class's contribution by its level in that class, then sum across all classes before flooring.

Level Good Save* Poor Save Full BAB
d10/d12
Medium BAB
d8
Low BAB
d6
1st+⅓+1
2nd+1+⅔+2+1½+1
3rd+1½+1+3+2¼+1½
4th+2+1⅓+4+3+2
5th+2½+1⅔+5+3¾+2½
6th+3+2+6+4½+3
7th+3½+2⅓+7+5¼+3½
8th+4+2⅔+8+6+4
9th+4½+3+9+6¾+4½
10th+5+3⅓+10+7½+5
11th+5½+3⅔+11+8¼+5½
12th+6+4+12+9+6
13th+6½+4⅓+13+9¾+6½
14th+7+4⅔+14+10½+7
15th+7½+5+15+11¼+7½
16th+8+5⅓+16+12+8
17th+8½+5⅔+17+12¾+8½
18th+9+6+18+13½+9
19th+9½+6⅓+19+14¼+9½
20th+10+6⅔+20+15+10

* If at least one of the character's classes has a good saving throw progression for the save in question, add +2 to the total save bonus (once only — does not stack between classes).

Multiclass Calculator

Add each class and its level. The calculator sums the fractional values and floors the result — showing both the raw total and the final bonus.

Staggered Advancement

A companion variant from the same chapter. Instead of gaining all new level abilities at once, you spread them across four XP tiers within each level: 25%, 50%, 75%, and 100% of the XP required to reach the next level.

Universal Abilities (BAB, HP, Saves)

At each of the 25%, 50%, and 75% tiers, choose one universal ability to gain (if it would increase that level): base attack bonus, 50% of the level's hit points, or saving throw bonuses. Each option can only be taken once. The remaining 50% of hit points are gained at the 100% tier when the level is fully completed.

If only one universal ability applies (e.g., a class whose BAB doesn't increase every level), take it at the 75% tier. If two apply, split them between the 50% and 75% tiers.

Class Features & Skill Ranks

All class features are gained at the 100% tier (fully completing the level). Skill ranks are split: 50% are allocated at the 50% tier, the remaining 50% at the 100% tier.

XP tiers (medium track): Calculate each tier by multiplying the XP gap to the next level by 0.25, 0.50, and 0.75. For example, advancing from 4th to 5th level requires 5,000 XP on the medium track — the tiers fall at 1,250 / 2,500 / 3,750 XP into that gap. See Pathfinder Unchained p. 13 for the full per-level tier table.
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