Understand Pathfinder: Wrath of the Righteous attribute system, including starting points, level-up bonuses, and cost tables for character creation.
- 1Begin with 10 points in each attribute.
- 2Apply your racial bonus, which can be +2 to one attribute, or +2 to two attributes and -2 to another.
- 3Spend your initial 25 attribute points.
- 4Gain one attribute point to spend at levels 4, 8, 12, 16, and 20.
Attribute Point Costs:
- Value 7 costs +4 points.
- Value 8 costs +2 points.
- Value 9 costs +1 point.
- Value 10 costs 0 points.
- Value 11 costs -1 point.
- Value 12 costs -2 points.
- Value 13 costs -3 points.
- Value 14 costs -5 points.
- Value 15 costs -7 points.
- Value 16 costs -10 points.
- Value 17 costs -13 points.
- Value 18 costs -17 points.
The minimum attribute value is 7 (or 5 if there is a racial penalty), and the maximum initial value is 18 (or 20 with a racial bonus).
- Bonuses accrue on even values above 10 (12, 14, 16, etc.), so it's often efficient to buy two points at once.
- Penalties accrue on odd values below 10 (9, 7, 5), so it's often efficient to dock two points at once.
- Consider odd-numbered attribute values for specific feat prerequisites, like 13 Intelligence for Combat Expertise, or if you plan to raise that attribute with level-up points.
- Racial modifiers that grant +2 to two primary attributes can offer a significant advantage over a single +2 bonus.
- An 18 Dexterity compared to a 12 Constitution is equivalent to an additional 5 points to spend at character creation due to the non-linear cost of high attribute values.
Attribute Modifiers and Spellcasting:
Attribute modifiers provide bonuses to rolls and, for spellcasters, can increase the number of spells cast per day. The spellcasting attribute depends on the class. To cast a level 'x' spell, you need 10 + 'x' in the relevant attribute. For example, a Wizard with 10 Intelligence can only cast cantrips, while 19 Intelligence is required for 9th-level spells.
- Value 5: Modifier -3, Unable to cast spells.
- Value 7: Modifier -2.
- Value 9: Modifier -1.
- Value 10: Modifier 0.
- Value 12: Modifier +1, 1 additional spell of level 1.
- Value 14: Modifier +2, 1 additional spell of levels 1 and 2.
- Value 16: Modifier +3, 1 additional spell of levels 1, 2, and 3.
- Value 18: Modifier +4, 1 additional spell of levels 1, 2, 3, and 4.
- Value 20: Modifier +5, 2 additional spells of level 1, 1 of levels 2, 3, 4, and 5.
- Value 22: Modifier +6, 2 additional spells of levels 1 and 2, 1 of levels 3, 4, 5, and 6.
- Value 24: Modifier +7, 2 additional spells of levels 1, 2, and 3, 1 of levels 4, 5, 6, and 7.
- Value 26: Modifier +8, 2 additional spells of levels 1, 2, 3, and 4, 1 of levels 5, 6, 7, and 8.
- Value 28: Modifier +9, 3 additional spells of level 1, 2 of levels 2, 3, 4, and 5, 1 of levels 6, 7, 8, and 9.
- Value 30: Modifier +10, 3 additional spells of levels 1 and 2, 2 of levels 3, 4, 5, and 6, 1 of levels 7, 8, and 9.
Strength Contributions:
- Melee attack rolls (including melee touch attacks).
- Damage with melee weapons and thrown weapons.
- Damage with composite bows.
- CMB (Combat Maneuver Bonus) and CMD (Combat Maneuver Defense).
- Athletics skill.
- Carrying capacity.
Strength and Carrying Capacity (in lb):
- Value 5: Medium 17, Heavy 34.
- Value 6: Medium 21, Heavy 41.
- Value 7: Medium 24, Heavy 47.
- Value 8: Medium 27, Heavy 54.
- Value 9: Medium 31, Heavy 61.
- Value 10: Medium 34, Heavy 67.
- Value 11: Medium 39, Heavy 77.
- Value 12: Medium 44, Heavy 87.
- Value 13: Medium 51, Heavy 101.
- Value 14: Medium 59, Heavy 117.
- Value 15: Medium 67, Heavy 134.
- Value 16: Medium 77, Heavy 154.
- Value 17: Medium 87, Heavy 174.
- Value 18: Medium 101, Heavy 201.
- Value 19: Medium 117, Heavy 234.
Encumbrance Penalties:
- Medium Load: Maximum Dexterity bonus drops to +3; -3 penalty on Dexterity-related skill checks.
- Heavy Load: Maximum Dexterity bonus drops to +1; -6 penalty on Dexterity-related skill checks.
When using a two-handed weapon, or a one-handed weapon with the off-hand free, you apply 1.5x your Strength modifier to damage rolls.
Dexterity Contributions:
- Dodge AC (Armor Class).
- Reflex save.
- Melee attack rolls (with Weapon Finesse).
- Ranged attack rolls (bows, thrown weapons, ranged touch attacks).
- Melee damage (with Fencing Grace / Slashing Grace / Finesse Training).
- CMD (Combat Maneuver Defense).
- CMB (with Agile Maneuvers / Fury's Fall).
- Mobility, Stealth, and Trickery skills.
Note on Strength vs. Dexterity for Melee: You can use Dexterity for melee attack and damage with the feats Weapon Finesse, Weapon Focus, and Fencing/Slashing Grace. Agile Maneuvers is needed for combat maneuvers. However, do not neglect Strength entirely, as low Strength leads to encumbrance, negating Dexterity benefits and imposing skill penalties.
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