Ability Score | Maximum Henchmen | Loyalty Base | Reaction Adjustment |
---|---|---|---|
1 | 0 | -8 | -7 |
2 | 1 | -7 | -6 |
3 | 1 | -6 | -5 |
4 | 1 | -5 | -4 |
5 | 2 | -4 | -3 |
6 | 2 | -3 | -2 |
7 | 3 | -2 | -1 |
8 | 3 | -1 | 0 |
9 | 4 | 0 | 0 |
10 | 4 | 0 | 0 |
11 | 4 | 0 | 0 |
12 | 5 | 0 | 0 |
13 | 5 | 0 | +1 |
14 | 6 | +1 | +2 |
15 | 7 | +3 | +3 |
16 | 8 | +4 | +5 |
17 | 10 | +6 | +6 |
18 | 15 | +8 | +7 |
19 | 20 | +10 | +8 |
20 | 25 | +12 | +9 |
21 | 30 | +14 | +10 |
22 | 35 | +16 | +11 |
23 | 40 | +18 | +12 |
24 | 45 | +20 | +13 |
25 | 50 | +20 | +14 |
The charisma (Cha) score measures a character's persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with nonplayer characters (NPCs), mercenary hirelings, retainers, and intelligent monsters. It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.
Maximum Number of Henchmen states the number of nonplayer characters who will serve as permanent retainers of the player character. It does not affect the number of mercenary soldiers, men-at-arms, servitors, or other persons in the pay of the character.
Loyalty Base shows the subtraction from or addition to the henchmen's and other servitors' loyalty scores (in the DMG). This is crucial during battles, when morale becomes important.
Reaction Adjustment indicates the penalty or bonus due to the character because of charisma when dealing with nonplayer characters and intelligent creatures. For example, Rath encounters a centaur, an intelligent creature. Rath's charisma is only 6, so he is starting off with one strike against him. He probably should try to overcome this slight handicap by making generous offers of gifts or information.