Breaking Down D&D - Ability Scores: Charisma
Understanding Charisma: What it Is, Why it is Useful, and How to Use it Better in 5e/5.5e, OSE/OSRs, Pathfinder, and other TTRPGs
by Chris@Dragon Sol
Note: while the title calls out D&D, this article generally applies to any 5e/5.5e variant, Old School Renaissance/Revival variant (OSE/OSR), Pathfinder/Starfinder, or other Tabletop Role-playing Game (TTRPG) that uses the core ability scores.
See this article for more on the core TTRPG ability scores.
What is Charisma
Charisma is all about charm and guile, along with that intangible stuff that just makes people like you. It reflects your personal magnetism, your power of persuasion, your force of personality, and your ability to influence others. Not to mention the measure of your self-confidence and the scale of the lasting impression you make on others. It can also be a stand-in for leadership ability and attractiveness/comeliness.
Charisma as a player ability is defined as having to do with interacting with others. It represents how well you can talk, or otherwise communicate, to influence others. This can be expressed in:
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Negotiations
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Getting someone to like you
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Seduction
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Deception
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Charm (non-magical)
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Making an impression
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Influence a decision
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Dominating another’s spirit
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Entertain an audience
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Ease or placate tensions
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Bully or subjugate the weak willed
Typical in-game uses for Charisma are:
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Charisma based magic casting
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Performance checks
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Deception checks
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Persuasion checks
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Intimidation checks
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Knowing the right thing to say in a given situation
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Understanding social etiquette (see note)
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Using the social graces (see note)
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Just flat out being eloquent (see note)
Note: Manners and the social graces are learned elements and can be associated with a character’s backstory, Intelligence, or Wisdom, or their own skill/proficiency. It is commonly assumed that Charisma represents a character’s ability in social situations, but it does not. Charisma is the force of personality, not an ability to navigate royal courts, ballrooms, or high society events.
Charisma is primarily used for social characters and classes that use Charisma as a spellcasting ability and is a primary stat for:
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Bards
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Paladins
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Sorcerers
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Warlocks
How is Charisma Used
In 5e (and similarly in PF2e) the Charisma Ability Score modifier is a bonus to Attack with spells and to Damage if indicated by the spell. The modifier is calculated at (XChr -10)/2 and rounded down. Therefore a 10 or 11 has a modifier of 0, a 16-17 a modifier of +3, and a 6-7 a modifier of -2. The modifier is applied to the die roll for the action (Attack or Damage as applicable).
Charisma is commonly used with the Deception, Intimidation, Performance, and Persuasion skills. These actions are usually determined with an Ability roll against a target DC or a contest against another PC or NPC where both roll a d20 and add their modifiers to determine who wins. Contests are typically used when the force or personality or strength of spirit of two opposing entities are in conflict. Likewise, Charisma is used for saving throws related to effects that would harm or subsume a character's personality or spirit (like possession).
Charisma is capped at 20 (22 in PF2e) for PCs with an exception for magical boosts. Creatures and the divine can go up to 30.
But What Does That Mean?
Here’s a general breakdown of the Charisma score, by modifier.
Charisma Score (Modifier) | Explanation
1 (–5) | Grunts a lot and thoughtless, literally.
2-3 (–4) | A follower in all things. Needs others to think for them.
4-5 (–3) | Doesn’t think of others as important and may not even consider them as people. But they may not consider themselves as a person either.
6-7 (–2) | Rather dull, uninteresting, possibly rude or crude. Often avoided by polite society if possible.
8-9 (–1) | Reticent and boorish. Makes others uncomfortable, but not so much that they will be rude themselves and walk away.
10-11 (0) | Doesn’t stand out from the crowd (in any way). Makes decent conversation but is often forgotten as soon as it is over.
12-13 (+1) | Has a spark of personality or a conversational nugget from time to time. If you catch them on the right day you might remember their name.
14-15 (+2) | An interesting and mildly charming person. Makes good conversation and often says the right thing.
16-17 (+3) | A popular and intriguing person. Others know and go out of their way to greet them. A good word from them may secure your child's admission to college.
18-19 (+4) | Like moths to a flame, people will seek out this person whether they know them or not. Their force of personality is so strong that people like and respect them, even if they are not likable or respectful.
20 (+5) | A paragon of the realm, they are renowned for their traits (whatever they may be) and often have the crowd eating out of the palm of their hand.
Thugs, guards, and forgettable melee fodder have Charisma scores in the 4-9 range. People and creatures with a Carisma in the 1-3 range are faceless minions and thralls ready to sacrifice themselves at a word. Politicians, great performers, and leaders (who have earned their position) at the highest level have Charisma in the 14-18 range.
There are certain movie stars, politicians, or other celebrities that just have “it”. These people have high Charisma, think Brad Pitt or George Clooney. There have been many examples in history of leaders who have exhibited incredible Charisma, but since some started cults or wars and the others just seem to start arguments we will not discuss them further.
There are different aspects of Charisma to be considered if you want to roleplay it well. You can split it up into these 4 elements:
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Force of Personality - this includes strength of will and the ability to dominate weaker spirits and reflects in how intimidating you are. It can also be used for inner strength and the ability to influence and inspire others.
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Charm & Likeability - this is a measure of how much people are attracted to or repulsed by your personality and reflects your persuasiveness and performance capability.
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Guile & Cunning - manipulation and ingenuity, often around wordplay and schemes, reflect in your deceptiveness and in some cases persuasiveness.
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Comeliness - how good you look. This seems like an odd item to some to include in Charisma and they make a fare point. It is quite possible to be charismatic and not have a good face. In previous editions of D&D Comeliness was actually the 7th ability score. As it serves little to no mechanical purpose, if you do not wish to associate your character’s attractiveness level with their Charisma there is really nothing stopping you from separating it.
Roleplaying Charisma
Charisma isn’t about people liking you, it’s about getting them to do what you want. With that in mind, consider how the character’s Charisma presents. Are they so charming that people can’t say no? Are they so self assured that people just assume they are doing the right thing? Are they so inspirational that people just want to be a part of this? Do they make such a persuasive argument that people want to help them? Are they so headstrong that it is easier to acquiesce than to argue? Or are they so forceful as to be intimidating and people just don’t want the trouble?
It may help to think of how much of a leader the character is and why people would follow them. While Charisma is not just about leadership, this thought exercise can illuminate how a character’s Charisma is used in-game.
Does your character rely on their Charisma to solve problems or do they avoid using it unless they have to? Do they like to manipulate people or do they think it is immoral even though it is simple to accomplish? Or are they scared of how easy it is to have people follow them and do their bidding?
Inversely, if your character has no Charisma, are they easily led astray or do they stay on the side lines? Are they gullible? Weak willed? Easily impressed? Believe anything they are told regardless of good ol’ common sense? Have they latched on to a strong leader in the party or are they being played between a couple of PCs? Or are they looking for one they could follow ‘till the ends of the earth (even if it ends up being an NPC)? You may think that gullibility is an aspect of low Intelligence, but it is more an aspect of a weak force of personality.
Once you’ve determined your character’s force of personality and how they exhibit, rely on, and utilize their Charisma, lean into it to inform their actions and reactions.
From a mechanics stand point you can use the dice to help you roleplay. When rolling for an Ability check or Charisma contest you can use the difference between your roll and the DC or other roll to inform your roleplay.
Note: Typically a battle of wills will use a Wisdom contest, but consider Charisma as an alternative. Wisdom is used when it is a contest of Mental Fortitude. Charisma should be used when it is a battle of spirit or when a personality is trying to dominate another (like in a possession).
When the numbers are close then the contest is close. A margin of 1-2 points and you just survived, having felt yourself start to slip away for a moment. If you lose then you find you are still present inside your head, you now just have a view as an observer while someone else controls your body.
If the margin was approaching 10 or more then it wasn’t even a contest. The invading presence was whipped and the backlash likely caused some psychic damage or momentary incapacitation. If you lose then your personality was sent far afield, wandering in the ether, or else was squashed and will take some time to rebuild itself. Even once you are back in control of yourself there will be some lingering effects.
The margin of success isn’t a mechanic in the core rules of 5e (though it is used in Pathfinder). You can use it to inform your roleplay or you can use it (with your GMs agreement) to affect the narrative, perhaps with a mechanical advantage. This is similar in concept to critical hits (critical fails as well if you play with that option). A great success may give you advantage in some way or impose disadvantage. It may give you some extra insight into whomever attacked you, allow you to dominate your opponent in some fashion, or gain a reputation among those who know things about your blazing spirit. But it is not part of the core rules and in some cases can imbalance the game, so allow you GM discretion to say no in any given situation.
Charisma can be used quite regularly in social encounters, but can also play a role in combat. Aside from Charisma based spells and saving throws, force of personality can change the face of the battlefield. Morale is not in the rule set, but it is a thing to consider. Giving an inspiring speech or criticizing the opponent can change how PCs and NPCs react. Given that combat isn’t just hack and slash, but can include dialogue and negotiation (either at the beginning, middle, or end of an encounter). Calling out the enemy’s champion can change the tactical nature of combat without ever casting a spell or drawing a weapon. Creatures that are taking a beating may be more apt to abandon their leader when the right argument is made. Still others may be recruited once they see you to be a better option.
Charisma does not have many uses during exploration without NPCs or creatures involved, and that can be considered a social interaction within the exploration pillar. But you can change the tone of some random encounters with good use of performance. Whether it is intimidating a pack of wolves, pantomiming that you mean no harm to the dryad of the glen, or persuading those bandits that there is bigger treasure to be found if they assist you in your quest, Charisma can turn many situations around.
Building a Character with Charisma
Charisma is often considered a second or third tier ability score if you are not playing a Charisma based caster. It is not a primary ability like Dexterity or Wisdom (both of which are used excessively in Ability checks and Saving Throws) but it's not necessarily a dump stat in most character builds, though it can be. The problem stems from the base 5e mechanics not utilizing it much in the Combat or Exploration pillars of the game. While it excels in the Social pillar, Combat can easily take up more than half of any game session.
The primary mechanical use in 5e and PF2e for Charisma is to influence social interactions. Deception, Intimidation, and Persuasion skills are the primary means of turning an encounter to your advantage without drawing a sword. Then there is always the Deception and Performance skills that support infiltrators and hucksters and those who wish to get rich without outright hostility.
If you are building a Charisma based character consider leaning into the leader role or conman persona. While this isn’t the only way to go, both can use Charisma quite effectively. Charisma based spells, like Vicious Mockery, also support the quippy fighter archetype. If you have a significant Charisma modifier then your insults can wound deeply and your commanding presence can affect the outcome of a battle.
Another benefit of a Charisma based character is as the chief negotiator. Whether it is haggling in a shop or coming to terms on the rewards for a successful job, negotiating is an important aspect for any adventuring party. It could even be considered for its own skill, but more on that later.
A Variant mechanic in the DMG shows how an ability score can be used as a gate check to represent what a PC (or creature for that matter) is normally capable of doing. And implementing this makes Charisma a more valuable ability in game.
Use the Charisma based DC as a gate. If the character’s Charisma score exceeds the DC by 5 then consider it an automatic success. Only require a roll for those activities whose DC is 5 more than the Charisma score. If interrogating the scared goblin is “Easy” (DC 10) a Bard with a Charisma of 20 still has a 25% chance of failing while a Wizard with a Charisma of 8 has a 45 chance of succeeding if rolled for. With the Variant mechanic the Bard automatically succeeds. If you let the dice decide you may have an encounter where the smooth-talking, yet frightening figure can’t provoke the captive yet the meek Wizard scares the goblin to death.
Improving the Value of Charisma
Consider 5e and PF2e (and any other TTRPG for that matter) as collections of mechanics, and not all encompassing rule sets. They can easily be modified and tailored for your table. One of the easiest ways to make Charisma a more valuable stat is to use it more. From a GM’s perspective if a player wants to play a Charisma based character, have more Charisma based conundrums to be solved. From a player’s perspective, if you want to play a Charisma based character then use Charisma to solve the conundrums before you. If Charisma is your greatest asset, wouldn’t you try to use it as much as you could? There’s no reason to wait for the GM to set you up for it.
Working Together and Group Ability Checks for Ability
There are rules for assisting on an Ability Check and for making a group Ability Check. When working together it is possible to give aid to someone else. This allows the person making the Ability Check to roll with advantage or some benefit. In a group check half or more of those making the check must succeed for the check to succeed. Both can apply to Charisma based situations.
Giving assistance on a check can be something like Good Cop - Bad Cop or tag-teaming the conversation. While someone is trying to intimidate an NPC to pry an important piece of information out of them another PC walks up and whispers something. The NPC then infers they already got what they needed and their importance has just been reduced. The pressure is on the NPC to cough up something even more important now.
Group checks represent something where the party must all do something to succeed, like a group performance of a stand-off between rival factions where the party is attempting to intimidate the other group.
A Charisma based group check represents everyone attempting to influence the situation in the same manner as a united front. In these situations everyone adds something to the success, or at least makes sure there are no holes in the facade. If the DC is 30 it may be mechanically impossible for one PC to accomplish it. But 5 PCs, that’s another story. There are a couple of possible mechanics to address these situations.
First, you could add all of the Charisma modifiers together to the roll, ignoring negative modifiers (or even a minimum of +1). This shows how each PC’s Charisma contributes to the effort. An alternative to the cumulative modifier is to allow everyone assisting to add +2 to the roll, +2 or their Charisma modifier (whichever is greater), or a 1d4 to the roll.
You can also consider including multiple proficiency modifiers to a check if a relevant skill applies. Speaking of skills…
Applying Charisma to Other Skills
One way to improve the value of Charisma is by an application of Skills. The base rules call for Ability checks when a PC is not guaranteed a success. If a certain skill applies to the action then the proficiency with that skill can be added to the Ability check. This leads to the association of Skills to one, and only one, Ability. A Variant 5e rule, “Skills with Different Abilities”, can allow for what is essentially a Skill check.
Normally the GM calls for an Ability check modified by a Skill, like Wisdom (Perception), to determine the outcome of the interaction within the game world. The Variant rule turns that around. Instead of a Wisdom based check for Perception the GM can ask for an Intelligence based check for Perception. In this case, knowledge of a pattern or expected outcome can help the PC perceive the clue, or something like that.
From a roleplay perspective, the player can capitalize on this (with agreement by the GM) to play their character with a Charisma-is-the-Solution mentality. When a check is required the player should propose a charisma-based action that could succeed. It will be up to the GM to determine if it is a reasonable and acceptable attempt. Then the Skill check can be rolled with the Variant Ability used. Some examples of Variant Charisma/Skill combinations and their resolution actions are provided below.
| Ability | Skill | Action Example |
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| Charisma | Athletics | Persuading others to engage or disengage in acts of athleticism or challenging someone to a contest |
| Charisma | Acrobatics | When trying to impress someone with a tumbling routine. |
| Charisma | Sleight of Hand | Creating misdirection. |
| Charisma | Stealth | Blending into a crowd to escape detection. |
| Charisma | Arcana | Summoning and communication with demons, devils, and fey. |
| Charisma | History | Using famous quotes to inspire or win an argument. |
| Charisma | Investigation | Getting more information out of witnesses. |
| Charisma | Nature | Using descriptions of animals or plants to win someone's affection like picking flowers as a gift. |
| Charisma | Religion | Connect with the faithful and preach to them. |
| Charisma | Animal Handling | Use your body language and tone of voice to influence the animals behavior/demeanor. |
| Charisma | Insight | Determine if someone is bluffing or lying by how they are talking and acting towards you. |
| Charisma | Medicine | Ease suffering with a good bedside manner. |
| Charisma | Perception | Picking up on body language and tone of voice. |
| Charisma | Survival | Befriending wild animals. |
| Charisma | Deception | Standard Combination - Bluffing or lying, that is selling the deception. |
| Charisma | Intimidation | Standard Combination - Using persuasive threats. |
| Charisma | Performance | Standard Combination - Telling a story or joke, striking up a conversation, or befriending or seducing someone. |
| Charisma | Persuasion | Standard Combination - Using charm and guile to get your way. |
Tactics and Battlefield Control
Charisma based characters can influence the battlefield in many ways. A battle isn’t just about martial maneuvers and sword slashes. A battle is a conflict of arms and attitude. Forces are routed not because they are losing, but because they think they will. Therefore, the Charisma of a PC can be used to impact the morale of the enemy or their allies. Battle banter is an art, and a Charisma based PC can be a master of that art. It doesn’t need to be a casting of Vicious Mockery to be effective.
At a smaller scale the Charisma of a PC can be used to attempt to influence the position of an opponent. Quietly saying to oneself, “Just another step to the left and we’ll have them.” just loud enough for the enemy to hear may make them second guess about flanking your party. Or, “That doesn’t look too stable.” can cause an opponent to try a different attack route.
If you can influence where your opponents move then you can control the battlefield. And if you control the battlefield then the chance of victory is greatly improved.
Additional Skills
The list of skills in the base rules covers most activities, sometimes with a stretch. There’s nothing stopping any given table from adopting new ones that suit their game. Skills are things that are learned through training, practice, and use. Tailor them to your game and your character. Becoming proficient in Charisma based activities can be a boon, especially if they develop organically through your play style. Skills in negotiation, public speaking/oration, storytelling, roasting, witticisms, quips, inspiring speeches, or “silent and stoic” can all be beneficial if they are done a lot in a given campaign.
Additional Mechanics/Skills/Abilities to Consider
Cha-Ching
Charisma can be used as a modifier to bartering. You can always use Charisma checks when shopping, but to make things smoother consider a flat percentage adjustment based on the PC’s Charisma. 1-2% adjustment, in the player’s favor, per point of Charisma modifier seems about right, but you can make this higher (e.g. 5%) if it better suits your game. You can even use this to modify starting gold (10 gp per point of modifier) so that Charisma based characters can start off better equipped to better balance the combat nature of most games.
I Had a Dream…Once
“I Had a Dream…Once” is similar to the popular “I Know a Guy” house rule. With I Know a Guy a player can declare they know a guy and quickly sketch out an NPC that can provide what the party needs. I Had a Dream…Once is similar, in that a player can declare “I had a dream…once” and then proceed to tell a sob story that is designed to get the NPC to change their mind or support the PCs. This should not be used to reveal or advance plot points but can be used for almost all other situations. You can limit the uses of this by allowing one use for each point of ability modifier per long rest. Or just once per long rest. Or even one use for each point of ability modifier per level.
Great Characters with Charisma
There are many popular characters with incredible charisma. It's one of the things that make you want to cheer for the hero. Even if you want to develop an original character, drawing inspiration from these classic tropes can be a great place to start. But these character builds may not be what you thought. But that’s the charm of the game after all.
Tony Stark
Tony Stark, the Marvel character and billionaire genius behind Iron Man, is a character of great Charisma. While his alter ego, Iron Man, is a bulwark on the battlefield, Tony Stark is a fast talking, charming negotiator with a genius level intellect. In the comic books he is an unbelievably successful business man supported by his inventions. It is his Charisma that makes his celebrity and success happen. Unlike a fellow superhero genius Reed Richards, Mr. Fantastic of the Fantastic Four, who was always on the verge of losing everything because he only focused on the science. He was just the Intelligence without the Charisma.
While Iron Man is an Intelligence based Artificer: Armorer, Tony Stark is a Charisma based Bard of the College of Creation. He spins his words into existence with the magic of his technology, all supported by his intellect.
Spider-Man
Another Marvel character, Spider-Man is a Dexterity based Artificer (as discussed there). And while a genius in his own right, it is his Charisma that sets him apart. Spider-Man is known for his webs and his quips. There is nary a better example of Charisma based battle banter than provided in the pages of his comic books and on the big screen in his movies. Not only does it make him an iconic character that you want to root for, but it definitely affects the psyche of his opponents.
Captain America
One more from the Marvel universe just to show the different aspects of Charisma. Captain America is a charismatic and inspiring leader. Rousing speeches and uncompromising actions are the mainstays of Steve Rogers. And while he does not quip like Spider-Man, or snark like Tony Stark, his presence and force of personality steady the weak willed and improve the morale of everyone he fights alongside of.
Captain America is a Paladin who has taken the Oath of Devotion. He is honest, courageous, compassionate, honorable, and duty bound. With such a Purity of Spirit he is truly a Beacon of Hope.
Rusty
Rusty, Brad Pitt's character from the Oceans Eleven franchise, is a character that exudes Charisma in every bite he takes. Which is a lot because he is always eating in those movies. An incredibly effective fixer, Rusty is who the crew comes to with problems and the one who can execute the minutiae of Danny Ocean’s master plans. It takes a great deal of guile and charm to keep control of so many moving parts and different personalities. Not to mention the number of characters he plays in any scheme.
Rusty is an archetypal Rogue: Mastermind. But he forgoes Dexterity and uses Charisma instead as his main Ability.
Face
Face, the handsome, suave, and silver tongued charm agent of the A-Team, uses Charisma to ensure a “plan comes together”. He is the A-Team’s “procurement specialist”. If they need something the Faceman will get it. Using charm, deception, and disguise, Face gathers equipment and intelligence at will.
Face is a Charisma based Bard of the College of Glamor. He is a Jack of All Trades with Expertise in using both disguise and forgery. And he definitely carries a Mantel of Majesty when the role requires it.
Doc Holiday
A real life legend, Doc Holiday, the famed gambler and gunslinger and friend to cowboy legend Wyatt Earp, was a Charismatic character to be sure. A dentist with tuberculosis, he ventured into the frontier of the American west in search of adventure. After surviving the shootout at the OK Corral his legend as one of the best and fastest guns alive grew.
While a real person with insanely quick reflexes and aim, in D&D he is a Hexblade Warlock. Cursed himself, he lays his hex on his opponents, ensuring a hit and incredible damage, even to the point of causing incoming attacks to miss (Armor of Hexes) as he wades through the battlefield unscathed.
Charisma: the Wrap Up
Charisma based characters can be a lot of fun to play and Charisma can be used in many creative ways. The key to utilizing your Charisma in roleplay is to understand that it is more than just being good at the talky-talky. Charisma gives you capabilities based on these four aspects:
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Force of Personality - weak willed people will do another’s bidding and strong willed ones will want to fight. Strength of Spirit can see you through many a dark time and inspire others as well.
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Charm & Likeability - Don’t discount what others will do for people they like. A well timed smile or compliment can be more effective at opening doors than a sledgehammer.
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Guile & Cunning - Intelligence is not the only way to figure things out. Sometimes the smartest person can’t solve the problem, but an ingenious person can. When it comes to putting a plan together Charisma can work wonders.
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Comeliness - How attractive your character is is affiliated with Charisma (if you want it to be). While charm may get you in the door, beauty will have it held open for you.
Charisma is often an Ability score that is only seen as important if you want to play one of “those” types of characters. But it doesn’t have to be. There is enormous potential in high Charisma with any build. And when used with enough guile and audacity, Charisma can change the outcome of most any situation, whether it be social or combat.
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