Charisma Ability Checks
Keywords:
RP_CHARISMA, RP-CHARISMA
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. Several different categories fall under Charisma:
Deception - Determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someones suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Intimidation - When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make an intimidation check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Performance - Determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion - When you attempt to influence someone or a group o f people with tact, social graces, or good nature, the DM might ask you to make a Persuasion check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Other Charisma Checks might include:
- Find the best person to talk to for news, rumors, and gossip
- Blend into a crowd to get the sense of key topics of conversation
Deception - Determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someones suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Intimidation - When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make an intimidation check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Performance - Determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion - When you attempt to influence someone or a group o f people with tact, social graces, or good nature, the DM might ask you to make a Persuasion check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
Other Charisma Checks might include:
- Find the best person to talk to for news, rumors, and gossip
- Blend into a crowd to get the sense of key topics of conversation
See Also
Rp Campaigns
Rpstats
Rp Combat
Rp Combat Extended
Rp Checks
Rp Irv
Rp Spreadsheet
Rp Strength
Rp Dexterity
Rp Constitution
Rp Intelligence
Rp Wisdom
Rp Charisma
Rp Conditions
Rp Rounds
Rp Irv
Rp Weapon Damage
Rp Mage Spells
Rp Skills
Rp Cleric Prayers
Rp Druid Prayers
Rp Ranger Prayers
Rp Subclass
Rp Mechanics