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Each Pathfinder: Kingmaker character has ability scores. A bonus is derived from ability scores are added to nearly every roll. Player characters are created with base ability scores between 7 and 18. 10 is the default value before bonuses are applied. Each ability score's bonus is one half of the score minus 10: Bonus = (Score-10)/2.

Pathfinder: Kingmaker uses the 25 point buy method[1] for the main character. Hired mercenaries use 20 point buy. When creating a character, all ability scores start at 10 and the player spends points to change their values. Racial bonuses are applied after the points are assigned.

Score Bonus Total point cost
7 -2 -4
8 -1 -2
9 -1
10 0 0
11 1
12 +1 2
13 3
14 +2 5
15 7
16 +3 10
17 13
18 +4 17

For every 4 levels, characters increase an ability score by 1.

Ability scores are modified by the following bonus and penalties: alchemical, enhancement, inherent, racial, sacred, and size.

Ability scores can be reduced by ability damage, ability drain, fatigue and exhaustion, racial modifiers, size modifiers, and various spells.

Racial bonus combinations available in Kingmaker[ | ]

Most races get +2 bonuses to two ability scores, and a -2 penalty to one other ability score. Aasimars don't suffer a penalty.

Humans, Half-Elves, and Half-Orcs get a +2 bonus to a single ability score of their choice, so they are not listed in this table.

+2 Intelligence +2 Wisdom +2 Charisma
+2 Strength Hungerseed Tiefling (-2 CHA)

Motherless Tiefling (-2 INT)

Angelkin Aasimar

Pitborn Tiefling (-2 INT)

+2 Dexterity Elf (-2 CON)

Grimspawn Tiefling (-2 WIS)
Uncertain Tiefling (-2 CHA)

Plumekith Aasimar

Faultspawn Tiefling (-2 INT)

Halfling (-2 STR)

Musetouched Aasimar
Beastbrood Tiefling (-2 WIS)
Spitespawn Tiefling (-2 INT)

+2 Constitution Dwarf (-2 CHA)

Lawbringer Aasimar
Foulspawn Tiefling (-2 INT)
Hellspawn Tiefling (-2 CHA)

Gnome (-2 STR)

Idyllkin Aasimar
Shackleborn Tiefling (-2 WIS)

+2 Intelligence - Emberkin Aasimar
+2 Wisdom - - Uncertain Aasimar

Racial bonus combinations available in WOTR[ | ]

Most races get +2 bonuses to two ability scores, and a -2 penalty to one other ability score. Aasimars don't suffer a penalty.

Humans, Half-Orcs, and Half-Elves get a +2 bonus to a single ability score of their choice, so they are not listed in this table.

Kindred-Raised Half-Elves get a +2 bonus to Charisma in addition to their +2 bonus of choice, which can also be to Charisma. This is often used to create a character with 22 starting CHA.

+2 Intelligence +2 Wisdom +2 Charisma
+2 Strength Ru-Shi Dhampir (-2 DEX)

Sacred Ancestry Dhampir (-2 DEX)

Hungerseed Tiefling (-2 CHA)

Motherless Tiefling (-2 INT)
Basic Oread (-2 CHA)

Ancient-Born Dhampir (-2 CON)

Angelkin Aasimar

Pitborn Tiefling (-2 INT)
Crystal Oread (-2 WIS)

Svetocher Dhampir (-2 CON)

+2 Dexterity Elf (-2 CON)

Keen Kitsune (-2 STR)
Grimspawn Tiefling (-2 WIS)
Uncertain Tiefling (-2 CHA)

Ajibachana (-2 WIS)

Plumekith Aasimar

Faultspawn Tiefling (-2 INT)

Halfling (-2 STR)

Basic Kitsune (-2 STR)
Musetouched Aasimar
Beastbrood Tiefling (-2 WIS)
Spitespawn Tiefling (-2 INT)

Basic Dhampir (-2 CON)

+2 Constitution Dwarf (-2 CHA)

Lawbringer Aasimar
Foulspawn Tiefling (-2 INT)
Hellspawn Tiefling (-2 CHA)

Metal Oread (-2 DEX)

Gnome (-2 STR)

Idyllkin Aasimar

Shackleborn Tiefling (-2 WIS)

+2 Intelligence - Emberkin Aasimar
+2 Wisdom - - Uncertain Aasimar


List[ | ]

Name Application Modifiers
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

Notes[ | ]

For characters who make attack rolls, the conventional wisdom is to get the ability score which governs attack to 18 or 20 at character creation. For melee characters, this would be Strength, unless you're a Rogue or you are using Weapon Finesse and ideally either Slashing Grace or Fencing Grace to also apply Dexterity to attack and damage. For ranged characters, this would be Dexterity. If your Attack ability score and your Damage ability score are not the same, prioritize Attack. Damage is useless if you can't land it.

For characters who cast spells, there are two philosophies. One is to boost the primary casting attribute to 18 or 20 at character creation. This provides more spells per day, especially at lower levels, and it makes your spells much more likely to affect enemy characters. If you intend to do damage directly with your spells, as with Fireball, or to shut down the enemy, as with Sleep, you need to get a very high ability modifier to make your spells difficult to resist.

The second philosophy attempts to copy the attack roll characters by boosting the attack ability score as high as possible, leaving the casting ability score at 14 or 16. This style allows the character to perform adequately in combat without magic, but also means that their spells will never be as reliable at affecting the enemy. These characters invest heavily in buffing spells rather than those that directly target the enemy.

Note, some spells that affect the enemy, like Acid Splash, Acid Arrow, and Scorching Ray, do not require a save from the victim and can thus be used effectively even by spellcasters with a low casting ability score. Other spells, such as Glitterdust, can only be partially negated, as the victim can ignore the Blinding effect, but will always be subject to the Invisibility cancellation. Pay attention to the spell's Saving Throw entry.

Also, in order to cast a spell, you must have the relevant ability score at 10+the spell's level in order to cast it. Thus, in order to cast a 1st level spell, a Bard must have a Charisma score of at least 11. If you choose the second philosophy, you may accidentally lock yourself out of casting higher level magic. You can achieve the required ability scores through the use of magic items, such as the Headband of Vast Intellect.

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