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 as well as some domain abilities;
- blackguards, as it improves their saving throws, their ability to turn undead and their attack bonus when smiting good; and
- Champions of Torm, as it determines the strength of their ability to Lay on Hands and the duration of their Divine Wrath ability.
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- Having a score of 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.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.
See also
- For sorcerer and bard bonus spells, see ability modifier.