Charisma Charisma is split into the subabilities of Leadership , which measures forcefulness of personality and how willing others are to follow the characters lead, and Appearance , which gauges physical attractiveness, presence, and poise. Leon decides his character will have these Leadership and Appearance scores:
Strength 16 |
Intelligence 12 |
Stamina 15 |
Reason 11 |
Muscle 17 |
Knowledge 13 |
Dexterity 14 |
Wisdom 8 |
Aim 12 |
Intuition 10 |
Balance 16 |
Willpower 6 |
Constitution 12 |
Charisma 11 |
Health 12 |
Leadership 10 |
Fitness 12 |
Appearance 12 |
A character with a high Leadership often may be a groups leader, or at least its spokesman. Generals and those who can calm or incite a mob with a few words all have good Leadership scores.
Leadership |
Loyalty |
# of |
|
Score |
Base |
Henchmen |
|
3 |
6 |
1 |
|
4 |
5 |
1 |
|
5 |
4 |
2 |
|
6 |
3 |
2 |
|
7 |
2 |
3 |
|
8 |
1 |
3 |
|
911 |
0 |
4 |
|
1213 |
0 |
5 |
|
14 |
+1 |
6 |
|
15 |
+3 |
7 |
|
16 |
+4 |
8 |
|
17 |
+6 |
10 |
|
18 |
+8 |
15 |
|
19 |
+10 |
20 |
|
20 |
+12 |
25 |
|
21 |
+14 |
30 |
|
22 |
+16 |
35 |
|
23 |
+18 |
40 |
|
24 |
+20 |
45 |
|
25 |
+20 |
50 |
Loyalty Base: This modifier is applied to henchmens loyalty scores (see the Dungeon Master® Guide). This modifier can be crucial during battles, where good morale is vital.
Max. # of Henchmen: This is the maximum number of permanent allies and retainers a character can attract. This does not affect the number of hirelings, mercenaries, or other servitors a character can have.
Proficiencies: This score is used as the base number for such nonweapon proficiencies as gaming and disguise.
This determines the physical presence and attractiveness of the character. A character with a high Appearance score would be handsome or beautiful, perhaps even famous for outstanding looks (such as Helen of Troy).
Appearance |
Reaction |
|
Score |
Adjustment |
|
3 |
5 |
|
4 |
4 |
|
5 |
3 |
|
6 |
2 |
|
7 |
1 |
|
812 |
0 |
|
13 |
+1 |
|
14 |
+2 |
|
15 |
+3 |
|
16 |
+5 |
|
17 |
+6 |
|
18 |
+7 |
|
19 |
+8 |
|
20 |
+9 |
|
21 |
+10 |
|
22 |
+11 |
|
23 |
+12 |
|
24 |
+13 |
|
25 |
+14 |
Reaction Adjustment: This number modifies the Reaction Roll made when a character interacts with NPCs and intelligent creatures for the first time (see the DMG). Obnoxious behavior can negate bonuses for a high Appearance score, just as solicitous manners can overcome a weakness.
Proficiencies: This score acts as the base number for proficiencies such as dancing and etiquette.