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Attributes (2)
Pathfinder: Wrath of the Righteous

Attributes (2)

Understand Pathfinder: Wrath of the Righteous attribute system, including starting points, level-up bonuses, and cost tables for character creation.

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Understand Pathfinder: Wrath of the Righteous attribute system, including starting points, level-up bonuses, and cost tables for character creation.

Walkthrough
  1. 1
    Begin with 10 points in each attribute.
  2. 2
    Apply your racial bonus, which can be +2 to one attribute, or +2 to two attributes and -2 to another.
  3. 3
    Spend your initial 25 attribute points.
  4. 4
    Gain 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).

Tips
  • 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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