Charisma: Charisma is the measure
of the character's combined physical attractiveness,
persuasiveness, and personal magnetism.
A generally nonbeautiful
character can have a very high charisma due to strong measures
of the other two aspects of charisma. It is important to all characters, as it
has an effect on dealings with others, principally NPCs,
mercenary hirelings, prospective retainers, and monsters. It absolutely
dictates the total number of henchmen a character is able to retain. It
affects loyalty of all hirelings && retainers. It is the key to leadership. The
following table expresses the facts regarding charisma scores.
|Ability Score||General Information||Maximum No. of Henchmen||Loyalty Base||Reaction Adjustment||Awe Power / Horror|
|-7||-||-||-||-70%||Up to 12 HD/levels|
|-6||-||-||-||-65%||Up to 10 HD/levels|
|-5||-||-||-||-60%||Up to 8 HD/levels|
|-4||-||-||-||-55%||Up to 6 HD/levels|
|-3||-||-||-||-50%||Up to 4 HD/levels|
|-2||-||-||-||-45%||Up to 2 HD/levels|
|-1||-||-||-||-40%||Up to 1 HD/levels|
|5||Here or lower the character can only be an assassin||2||-20%||-15%||-|
|8||Minimum charisma for an elf character||3||-05%||normal||-|
|12||Maximum charisma for a half-orc character**||5||normal||normal||-|
|15||Minimum charisma for a druid character||7||+15%||+15%||-|
|16||Maximum charisma for a dwarf character***||8||+20%||+25%||-|
|17||Minimum charisma for a paladin character||10||+30%||+30%||-|
|19||-||20||+50%||+40%||Up to 1 HD/level|
|20||-||25||+60%||+45%||Up to 2 HD/level|
|21||-||30||+70%||+50%||Up to 4 HD/level|
|22||-||35||+80%||+55%||Up to 6 HD/level|
|23||-||40||+90%||+60%||Up to 8 HD/level|
|24||-||45||+100%||+65%||Up to 10 HD/level|
|25||-||50||+100%||+70%||Up to 12 HD/level|
** Charisma maximum applies only with respect to non-orcs and non-half-orcs (see CHARACTER RACES, Half-Orcs).
*** Charisma maximum applies only with respect to non-dwarves (see CHARACTER RACES, Dwarves).
Notes Regarding Charisma Table:
Maximum Number of Henchmen
states the number of non-player
characters who will serve as permanent retainers of the player character.
It does not affect the number of mercenary soldiers, men-at-arms,
servitors, and similar persons in the pay of the character.
Base simply shows the subtraction
from or addition to the
henchmen's and other servitors' loyalty (q.v.) scores.
Reaction Adjustment indicates the
penalty or bonus due to the character
because of charisma in meeting and dealing with persons and creatures
encountered. For example, the character might encounter a basically
neutral intelligent creature and seek to converse in order to gain some
advantage. If the charisma of the character is low, he or she will be
working under a handicap which will have to be overcome by generous
offers and gifts if a chance of success is hoped for. On the other hand, if
the character's charisma score is high, he or she will begin negotiations
from a strong starting position due to charm and magnetism.
Awe Power is defined
as the reverential fear or dread or overpowering desire to
worship caused by the mere sight and presence of the divinity.
This works through any control up to and including a magic jar spell.
Stunned creatures cannot initiate any action other than physical defense if attacked
while under the influence of the awe power.
Note that the awe power applies only to divine beings (gods and demigods).
The horror which their appearance and presence inspires
causes creature in the hit dice or level range noted below to be stunned
with fear and detestation until the being is no longer in sight.
As with awe power, even if a person were to be given negative
charisma through some terrible curse or change, he or she would
acquire the horror ability.
(god of charisma)
Sune (goddess of charisma)
Sorry -- I remembered one other question after I posted.
Did you intend a PC's maximum number of henchmen (based on Charisma) to be a lifetime limit, or simply the most he could have in service at any one time?
The rule is meant to a-ply
to the maxmum number of henchmen a PC is able to command at any given time,
not a lifetime number.
One or more might be dismissed or be lost, and such vacancies can be filled with new retainers.
Originally Posted by Noskov
First, I must say that I am truly honored.
This brings a question to mind that I've been dealing with lately.
What was the original intention
of Charisma and how was it meant to be implemented in a campaign? [snip]
My pleasure to be of service
As stated in the rules, Charisma
is meant to affect the reactions of characters--whether newly met NPCs
or familiar ones such as associates and followers.
Charisma score dictated the number of loyal followers a PC might have, henchmen if you will.
When adventuring with only one or two players' characters, having a body of loyal henchmen along meant a lot in regards successfully surviving difficult encounters.
In roleplaying, the Chrisma
score of the PC should affect reactions of those to whom he speaks, is
Force of personality can be a very potent tool in gaining what one desires, lack of it causing adverse reactions.
PCs with low Charisma will be typically be treated derisively and shabbily by NPCs encountered.
In real life think of the
popular and charming individual, someone who is the life of the party,
a smooth talker, able to sell ice to Esquimos, both a man's man and a lady's
Contrast that model to the loser who is laughed at, shunned, held in contempt, disliked...one with low Charisma, in fact.
I think that should cover it
Originally Posted by Bullgrit
Especially with Charisma being almost universally regarded as a "dump stat" through all editions, did it have more relevance in your games (and how you envisioned everyone else's games)? Did your games stick to (or even use) the reaction adjustment and henchmen limitations given in the book rules? Or did you give Charisma more (unwritten) weight in character interaction?
We did indeed use the reaction adjustment for charisma as stated. That was used considerably when a PC was meeting and seeking negotiation with an NPC. No added rules were needed, only the DM's determination of what the PC's charisma would come into play. Persuation is pretty well a self-evident factor in interpersonal dealings.