Charisma
Charisma is a social and mental Attribute that represents the character's ability to influence others, for good or for ill, to charm or to terrify and to attract others to their cause.
Contents
Charisma Effects
| Charisma | |||||
|---|---|---|---|---|---|
| Attribute Score | Max Henchmen | Loyalty Base | Disposition Modifier | Presence Modifier | Language Ability |
| 0 | 0 | -10 | -10 | -8 | 0 |
| 1 | 0 | -8 | -7 | -4 | 1 |
| 2 | 1 | -7 | -6 | -3 | 1 |
| 3 | 1 | -6 | -4 | -3 | 1 |
| 4 | 1 | -5 | -4 | -2 | 1 |
| 5 | 2 | -4 | -3 | -2 | 1 |
| 6 | 2 | -3 | -2 | -1 | 1 |
| 7 | 3 | -2 | -1 | -1 | 1 |
| 8 | 3 | -1 | +0 | +0 | 1 |
| 9 | 4 | +0 | +0 | +0 | 1 |
| 10 | 4 | +0 | +0 | +0 | 1 |
| 11 | 4 | +0 | +0 | +0 | 1 |
| 12 | 5 | +0 | +0 | +0 | 1 |
| 13 | 5 | +0 | +1 | +0 | 1 |
| 14 | 6 | +1 | +2 | +1 | 1 |
| 15 | 7 | +3 | +3 | +1 | 2 |
| 16 | 8 | +4 | +5 | +2 | 2 |
| 17 | 10 | +6 | +6 | +2 | 2 |
| 18 | 15 | +8 | +7 | +3 | 3 |
| 19 | 20 | +10 | +8 | +3 | 3 |
| 20 | 25 | +12 | +9 | +3 | 4 |
| 21 | 30 | +14 | +10 | +4 | 4 |
| 22 | 35 | +16 | +11 | +4 | 5 |
| 23 | 40 | +18 | +12 | +5 | 5 |
| 24 | 45 | +20 | +13 | +5 | 6 |
| 25 | 50 | +20 | +14 | +6 | 7 |
Max Henchmen
This is the maximum number of NPCs with full player class levels and other major retainers that the character may have. This number the maximum that they can hold at any one time, but if a character loses a Henchman, they must wait a year before they can re-use that slot. In a Traditional game, however, once a Henchman is lost, that slot can never be refilled.
It does not include Followers, Hirelings, Familiars, Animal Companions, Summoned Creatures, Bound Undead, Controlled Constructs or Enchanted Thralls, though any one of these could, in theory, become a Henchmen. Henchmen are almost unquestionably loyal and grow as the character does - they are controlled by the player in combat, though they do not play as them, their level is always equal to 1/2 the character's level and, when they adventure with the party, they are only considered to take 1/2 a share of the XP when it is divided up for the group.
Loyalty Base
This is a modifier to the Loyalty and Morale score of Henchmen, Followers and Hirelings when acting on behalf of the character, when tested by their enemies or when they fight for their cause. If the character is not present, the bonus is halved.
Disposition Modifier
This is a modifier for dealing with NPCs and intelligent creatures. When NPCs are indifferent to the characters or the DM is unsure as to how their initial reaction may be, a Disposition Roll is made. If a character speaks for themselves and themselves alone, they use their own Disposition Modifier. If a character is speaking for the group as a whole, the average Disposition is used, unless a party member wishes to use the Leadership skill.
Presence Modifier
This is a modifier applied to various actions where the character's wits and guile are most useful and a straight skill roll does not apply. For instance, in combat, the Presence Modifier might be used to apply a penalty to Saving Throws to resist Feints, Intimidation or Taunts. Attempts to help someone resist mind-affecting abilities and spells also often use the resence Modifier.
Language Ability
A character gains this many Languages at Foreign or half as many at Fluent for every Skill Point or Bonus Point spent on Languages. They may either use this bonus or the Language Ability bonus from Intelligence.
Charisma 0
A character with Intelligence 0 suffers Total Voice Loss and cannot use any Social Skills. They cannot cast Divine spells. Whilst Charisma is 0, they are considered to know no Languages and Social Special Skills (like Bribe) are considered 0%.