Ability Scores

In Pathfinder, there are six primary abilities that determine a character's basic attributes, their base prowess in a given area. An "average" score is 10, with individuals having higher or lower scores depending on their strengths and weaknesses.

From an ability score, a character can get their ability modifier. This is the number that is added to any dice rolls that rely on the ability e.g. strength for attacking, charisma for persuasion, and so on. An ability score of 10 yields a modifier of 0. For every 2 points an ability score increases, the ability modifier increases by 1. So, a score of 12 gives a modifier of +1, a score of 14 gives a modifier of +2, and so on. The modifier can be negative if the character has below 10 in a given score.

## Generating Ability Scores

Pathfinder: Wrath of the Righteous uses a point-buy system to determine the starting ability scores of a character. In this system, characters start with base scores of 10, and receive a number of points which they can allocate into their various ability scores. As more points are added to a single score, the cost to raise that ability further increases, and abilities cannot be raised higher than 18 in this way. A character can also voluntarily reduce an ability score to "buy back" some points, a process often referred to as "dumping" the stat in character creation discussions. A score cannot be reduced below 7 in this way.

The Player Character receives a point buy pool of 25 points. Mercenary character receive 20 points. NPC companions often have unique stats that are not determined by the point-buy system.

### Racial Bonuses

In addition to the base stats generated through point-buy, the various Races in the game can provide bonuses or penalties to certain ability scores. These modifiers are not counted toward the 7/18 limit on the point-buy system, allowing a character's starting stats to reach limits of 5/20 after racial bonuses (22 in the case of Charisma for a Kindred-Raised Half-Elf)

## The Abilities

### Strength

Strength represents a character's physical prowess. It is used in melee attack rolls, damage rolls and athletics checks, and also determines factors such as a character's carrying capacity.

### Dexterity

Dexterity determines how agile a character is, in areas such as reflexes and balance. It is used in ranged attack rolls, finesse melee attack rolls, Armour Class, Reflex Saves, and several skill checks.

### Constitution

Constitution is a measure of how hardy a character is. It is used in calculating Hit Points and for Fortitude Saves. It is also used in many abilities of the Kineticist class.

Some creatures, such as undead, do not have a Constitution score.

### Intelligence

Intelligence determines a character's ability to learn and reason. It is used to determine skill ranks and for knowledge checks. It is also the spellcasting modifier for Wizards, Witches, Alchemists, Magi and Arcanists.

### Wisdom

Wisdom represents a character's willpower, common sense, awareness and intuition. It is used for perception checks, lore skills and Will Saves. It is also the spellcasting modifier for Clerics, Druids, Shamans, Inquisitors, Warpriests, Rangers and Hunters.

### Charisma

Charisma is a measure of a character's sociability and personal magnetism. It is used in persuasion checks. It is also the spellcasting modifier for sorcerers, oracles, paladins, bloodragers, bards and skalds.

## Increasing Ability Scores

As a character levels up, they will get opportunities to improve their ability scores. At level 4 and every 4 levels thereafter, a character gets 1 point to spend to increase an ability of their choosing. Other methods of raising ability scores include spells and magic items. Permanent increases (such as magic items) can be used to qualify for things like feat prerequisites, and will increase the number of spells a spellcaster can use each day. Temporary increases (such as buff spells) will raise relevant modifiers whilst the effect is active, but cannot be used to qualify for things such as feats.

## Ability Damage

Throughout their adventures, characters may be exposed to attacks that deal damage directly to their ability scores, rather than their hitpoints. There are two kinds - Ability Damage, which is temporary and recovers at a rate of 1 point per rest, and Ability Drain, which is permanent and can only be removed via magic (such as the Restoration spell). In all cases, the lowered ability score affects all of the character's relevant modifiers, making it a dangerous and debilitating condition to leave unchecked. Common sources of ability damage are poisons, diseases and the life-draining attacks of undead.