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(Undo revision 63968 by 87.211.43.187 It's called "pink and green" even though the icon is just green; there is no "green" ioun stone in NWN)
 
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'''Charisma''' measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for [[paladin]]s, [[sorcerer]]s, and [[bard]]s. It is also important for:
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'''Charisma''' measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for [[paladin]]s, [[sorcerer]]s, and [[bard]]s. It is also important for [[cleric]]s, as it affects their ability to [[turn undead]]. All characters benefit from having a high charisma when speaking with others in the world. Charisma affects an [[non-player character|NPC]]'s initial reaction to the player and it modifies the player's persuasion skill checks.
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<!-- The above comes from BioWare. Please do not edit mercilessly. -->
* [[cleric]]s, as it affects their ability to [[turn undead]] as well as some [[domain]] abilities;
 
* [[blackguard]]s, as it improves their [[saving throw]]s, their ability to turn undead and their [[attack bonus]] when [[Smite Good|smiting good]]; and
 
* [[Champion of Torm|Champions of Torm]], as it determines the strength of their ability to [[Lay on Hands]] and the duration of their [[Divine Wrath]] ability.
 
   
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'''Skills:''' The [[skill]]s to which the [[ability modifier|charisma modifier]] is added are [[animal empathy]], [[bluff]], [[intimidate]], [[perform]], [[persuade]], [[taunt]], and [[use magic device]].
==Further (pen-and-paper) information==
 
* Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma.
 
* Having a score of 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.
 
* Anything with no Charisma score is an [[object]], not a [[creature]]. Having no Charisma automatically means they have no [[wisdom]] and vice versa.
 
   
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'''Classes:''' In addition to bard, cleric, paladin, and sorcerer, the [[class]]es with features affected by charisma are [[blackguard]], [[champion of Torm]], and [[purple dragon knight]].
==See also==
 
*For sorcerer and bard bonus spells, see [[ability modifier]].
 
   
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'''Boosts:''' The standard methods for boosting charisma include ''[[eagle's splendor]]'', ''[[aura of glory]]'', and the pink and green [[ioun stone]].<!-- ordered by spells, class abilities, ioun stone; alphabetical within each category. -->
[[Category:Abilities]]
 
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Charisma may be the least important of the abilities, as far as gameplay is concerned. Other than affecting the skills and classes listed above, the effects of this ability are typically restricted to characterizations and [[roleplay]]ing concerns (i.e. affecting the wording within conversations), with little to no impact on what can be accomplished. Furthermore, the degree to which conversations are affected depends largely upon how much time a writer was able to spend on each conversation.
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This has led numerous players to "dump" charisma, intentionally leaving it as low as possible so that more points are available for the other abilities in the [[point buy]] system.
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The core [[script]]s (specifically <code>nw_i0_plot</code>) define three ranges for charisma &mdash; "low" (less than 10), "middle" (10 to 14, inclusive), and "high" (15 or more). Whether or not these ranges mean anything depends on the [[module]] being played. (For example, the [[original campaign]] has numerous cases where NPCs have different greetings based on these ranges.) The ready availability of these ranges does make these breakpoints likely, if charisma ranges are used at all.
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== Spellcasting ==
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Bard and sorcerer spellcasting is charisma-based (not [[intelligence]]-based as players of previous editions of [[Dungeons & Dragons]] might assume). This has several consequences.
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The highest [[spell level]] that these classes can learn or cast is the caster's base (unmodified) [[ability score|charisma score]] minus ten, while [[bonus spells]] are given to these classes based on the caster's current (modified) charisma modifier.
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In addition, the charisma modifier is added to the [[difficulty class|DCs]] of spells cast by these classes.
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[[category:abilities]]

Latest revision as of 04:05, 11 September 2013

Charisma measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, as it affects their ability to turn undead. All characters benefit from having a high charisma when speaking with others in the world. Charisma affects an NPC's initial reaction to the player and it modifies the player's persuasion skill checks.

Skills: The skills to which the charisma modifier is added are animal empathy, bluff, intimidate, perform, persuade, taunt, and use magic device.

Classes: In addition to bard, cleric, paladin, and sorcerer, the classes with features affected by charisma are blackguard, champion of Torm, and purple dragon knight.

Boosts: The standard methods for boosting charisma include eagle's splendor, aura of glory, and the pink and green ioun stone.

Charisma may be the least important of the abilities, as far as gameplay is concerned. Other than affecting the skills and classes listed above, the effects of this ability are typically restricted to characterizations and roleplaying concerns (i.e. affecting the wording within conversations), with little to no impact on what can be accomplished. Furthermore, the degree to which conversations are affected depends largely upon how much time a writer was able to spend on each conversation. This has led numerous players to "dump" charisma, intentionally leaving it as low as possible so that more points are available for the other abilities in the point buy system.

The core scripts (specifically nw_i0_plot) define three ranges for charisma — "low" (less than 10), "middle" (10 to 14, inclusive), and "high" (15 or more). Whether or not these ranges mean anything depends on the module being played. (For example, the original campaign has numerous cases where NPCs have different greetings based on these ranges.) The ready availability of these ranges does make these breakpoints likely, if charisma ranges are used at all.

Spellcasting[]

Bard and sorcerer spellcasting is charisma-based (not intelligence-based as players of previous editions of Dungeons & Dragons might assume). This has several consequences. The highest spell level that these classes can learn or cast is the caster's base (unmodified) charisma score minus ten, while bonus spells are given to these classes based on the caster's current (modified) charisma modifier. In addition, the charisma modifier is added to the DCs of spells cast by these classes.