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CHARACTER ABILITIES (CHARISMA) CHARACTER RACES

Charisma: Charisma is the measure of the character’s combined physical Notes Regarding Charisma Table: attractiveness, persuasiveness, and personal magnetism. A generally non-beautiful character can have a very high charisma due to strong measures of the other two Maximum Number of Henchmen states the number of non-player characters aspects of charisma. It is important to all characters, as it has an effect on dealings who will serve as permanent retainers of the . It does not affect with others, principally non-player characters, mercenary hirelings, prospective the number of mercenary soldiers, men-at-arms, servitors, and similar persons retainers, and monsters. It absolutely dictates the total number of henchmen a in the pay of the character. character is able to retain. It affects loyalty of all hirelings and retainers. It is the key to leadership. The following table expresses the facts regarding charisma scores. Loyalty Base simply shows the subtraction from or addition to the henchmen’s and other servitors’ loyalty (q.v.) scores. CHARISMA TABLE Maximum Reaction Adjustment indicates the penalty or bonus due to the character because Ability No. of Loyalty Reaction of charisma in meeting and dealing with persons and creatures encountered. For Score General Information Henchmen Base Adjustment example, the character might encounter a basically neutral intelligent creature and 3 1 -30% -25% seek to converse in order to gain some advantage. If the charisma of the 4 1 -25% -20% character is low, he or she will be working under a handicap which will have to 5 Here or lower the character be overcome by generous offers and gifts if a chance of success is hoped for. On can only be on assassin 2 -20% -15% the other hand, if the character’s charisma score is high, he or she will begin 6 2 -15% -10% negotiations from a strong starting position due to charm and magnetism. 7 3 -10% -05% 8 Minimum charisma for an character 3 -05% normal CHARACTER RACES 9 4 normal normal 10 4 normal normal After a player has determined the abilities of his or her character, it is then time to 11 4 normal normal decide of what racial stock the character is to be. For purposes of the game the 12 Maximum charisma for a racial stocks are limited to the following: dwarven, elven, gnome, half-elven, half- character* 5 normal normal , half-orc, and human. Each racial stock has advantages and disadvantages, 13 5 normal +05% although in general human is superior to the others for reasons you will discover as 14 6 +05% +10% you read on. The Dungeon Master may have restrictions as to which races are 15 Minimum charisma for a druid allowed in the campaign due to the circumstances of the milieu. character 7 +15% +15% 16 Maximum charisma for a Two tables for easy reference are given below in order that you can select the character** 8 +20% +25% racial stock of your character based on abilities generated and with an eye towards 17 Minimum charisma for a what class (q.v.) of adventurer the character will be. Most non-human races are able paladin character 10 +30% +30% to work in two or more classes at the same time, and some gain ability score 18 15 +40% +35% bonuses as well, but most are limited as to how great a level they may attain in a given class, except in the case of a thief. *Charisma maximum applies only with respect to non- and non-half-orcs (see CHARACTER RACES, Half-Orcs). **Charisma maximum applies only with respect to non-dwarves (see CHARACTER RACES, Dwarves).

CHARACTER RACE TABLE I: LIMITATIONS Racial Stock of Character Character Class Dwarven Elven Gnome Half-Elven Halfling Half-Orc Human CLERIC (A)* no no no yes no yes yes Druid (N) no no no yes no no yes FIGHTER (A) yes yes yes yes yes yes yes Paladin (LG) no no no no no no yes Ranger (G) no no no yes no no yes MAGIC-USER (A) no yes no yes no no yes Illusionist (A) no no yes no no no yes THIEF (N to E) yes yes yes yes yes yes yes Assassin (E) yes yes yes yes no yes yes MONK (L) no no no no no no yes

Notes Regarding Character Race Table I:

Character Class names are shown in capital letters if the class is major, sub-classes are shown with the first letter capitalized only. The letter or letters appearing after each class indicate the alignment (q.v.) possibilities of each character class: (A) means any, (N) means neutral only, (LG) means lawful good only, (G) means good only, (N to E) means any neutral to any evil alignment, (E) means evil only, and (L) means lawful only. (A) *a cleric cannot be true neutral unless of the druid subclass.

Racial Stock of Characters shows the seven races of player characters, and reading down each heading gives quick reference as to what classes each race is able to become in regard to their player character role. A “no” indicates that the race cannot become the character class in question.

A “yes” indicates that the race is able to become the character class in question.

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