Ability Scores

Each character has six ability scores that represent their most basic attributes. They are their raw talent and prowess. While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of a character’s skills and abilities. Each ability score generally ranges from 3 to 18, although racial bonuses and penalties can alter this; an average ability score is 10.  

Generating Ability Scores

There are a number of different methods used to generate ability scores. Each of these methods gives a different level of flexibility and randomness to character generation.  

Standard

Roll 4d6, discard the lowest die result, and add the three remaining results together. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This method is less random than Classic and tends to create characters with above-average ability scores.  

Heroic

Roll 2d6 and add 6 to the sum of the dice. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This is less random than the Standard method and generates characters with mostly above-average scores.  

Dice Pool

Each character has a pool of 24d6 to assign to his statistics. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice. For more high-powered games, the total number of dice can be increased. This method generates characters of a similar power to the Standard method.
Point Buy Values
TypePoints
Low Fantasy
10
Standard Fantasy
15
High Fantasy
20
Epic Fantasy
25
 
Ability Score Point Costs
ScorePoints
7
-4
8
-2
9
-1
10
0
11
1
12
2
13
3
14
5
15
7
16
10
17
13
18
17
 

Point Buy

Each character receives a number of points to spend on increasing their basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of their points. Likewise, they can gain more points to spend on other scores by decreasing one or more of their ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.   The number of points you have to spend using the point buy method depends on the type of campaign you are playing. The standard value for a character is 15 points. Average nonplayer characters (NPCs) are typically built using as few as 3 points. See Table: Ability Score Point Costs for a number of possible point values depending on the style of campaign. The purchase method emphasizes player choice and creates equally balanced characters.
 

Abilities and Spellcasters

Ability Scores and Bonus Spells Table
The ability that governs bonus spells depends on what type of spellcaster your character is, and is stated in each spellcasting class's description (Intelligence for wizard; Wisdom for cleric, druid, and ranger; Charisma for bard, paladin, and sorcerer, etc). Many spellcasting classes grant bonus spells for having a high spellcasting ability score. These bonuses spells are shown in the Ability Scores and Bonus Spells Table. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See individual class descriptions for additional details.    

STRENGTH (STR)

Strength measures your character’s muscle and physical power. This ability is especially important for the Fighter, Barbarian, Paladin, Ranger, and Monk classes because it helps them prevail in physical combat. Strength also limits the amount of equipment your character can carry (see Carrying Capacity and Encumbrance).   A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures (such as incorporeal creatures) do not possess a Strength score and have no modifier at all to Strength-based skills or checks.   You apply your character’s Strength modifier to:
  • Melee Attack rolls.
  • Damage rolls when using a melee weapon or a thrown weapon (including a sling). Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.
  • Climb and Swim checks. These are the skills that have Strength as their key ability.
  • Strength checks (for breaking down doors and the like).

Temporary Bonuses

Temporary increases to your Strength score give you a bonus on Strength-based skill checks, Melee Attack, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.  

Permanent Bonuses

Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.  

Ability Damage

Damage to your Strength score causes you to take penalties on Strength-based skill checks, Melee Attack rolls, and weapon damage rolls (if they rely on Strength). The Ability Damage penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. See Injury and Death for more details on ability damage and drain.  

Strength Table

ScoreLight LoadMedium LoadHeavy LoadModifierExamplesDescription
Allip, shadow, will-o’-wispA creature with no Strength score is likely incorporeal (like ghosts)
0
0
0
0
Too weak to move in any way and is unconscious.
1
0-3
4–6
7–10
–5
Lantern archon, bat, toadMorbidly weak, has significant trouble lifting own limbs
2
0-6
7–13
14–20
–4
Rat swarmNeeds help to stand, can be knocked over by strong breezes
3
0-10
11–20
21–30
–4
4
0-13
14–26
27–40
–3
Grig, monstrous centipedeKnocked off balance by swinging something dense
5
0-16
17–33
34–50
–3
6
0-20
21–40
41–60
–2
Hawk, cockatrice, pixieDifficulty pushing an object of their weight
7
0-23
24–46
47–70
–2
8
0-26
27–53
54–80
–1
Quasit, badgerHas trouble even lifting heavy objects
9
0-30
31–60
61–90
–1
10
0-33
34–66
67–100
+0
HumanCan literally pull their own weight
11
0-38
39–76
77–115
+0
12
0-43
44–86
87–130
+1
Dog, pony, ghoulCarries heavy objects for short distances
13
0-50
51–100
101–150
+1
14
0-58
59–116
117–175
+2
Gnoll, dire badger, baboonVisibly toned, throws small objects for long distances
15
0-66
67–133
134–200
+2
16
0-76
77–153
154–230
+3
Black pudding, choker, sharkCarries heavy objects with one arm
17
0-86
87–173
174–260
+3
18
0-100
101–200
201–300
+4
Centaur, displacer beast, minotaurCan break objects like wood with bare hands
19
0-116
117–233
234–350
+4
20
0-133
134–266
267–400
+5
Ape, ogre, flesh golem, gorgonAble to out-wrestle a work animal or catch a falling person
21
0-153
154–306
307–460
+5
22
0-173
174–346
347–520
+6
Rhinoceros, ogre destroyerCan pull very heavy objects at appreciable speeds
23
0-200
201–400
401–600
+6
24
0-233
234–466
467–700
+7
Troll berserkerPinnacle of brawn, able to out-lift several people
25
0-266
267–533
534–800
+7
Hill giant, marilith demon
26
0-306
307–613
614–920
+8
27
0-346
347–693
694–1,040
+8
28
0-400
401–800
801–1,200
+9
29
0-466
467–933
934–1,400
+9
30
0-532
533–1,066
1,067–1,600
+10
Fire giant, triceratops, elephantAmongst the strongest creatures to have ever existed
+10
×4
×4
×4
 

DEXTERITY (DEX)

Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for classes based on subtlety such as the Rogue, but it’s also high on the list for classes who typically wear light or medium armor (such as the Ranger and Barbarian class) or no armor at all (monk, Wizard, and sorcerer), and for anyone who wants to be a skilled archer.   A character with a Dexterity score of 0 is incapable of moving and is effectively Paralyzed (but not Unconscious).   You apply your character’s Dexterity modifier to:
  • Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
  • Armor Class (AC), provided that the character can react to the attack.
  • Reflex Saving Throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
  • Acrobatics, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks. These are the skills that have Dexterity as their key ability.

Temporary Bonuses

Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, Ranged Attack rolls, Initiative checks, and Reflex Saving Throws. The bonus also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and your Combat Maneuver Defense.  

Permanent Bonuses

Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.  

Ability Damage

Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, Ranged Attack rolls, Initiative checks, and Reflex Saving Throws. The Ability Damage penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense. See Injury and Death for more details on ability damage and drain.  

Dexterity Table

ScoreModifierExamplesDescription
ShriekerImmobile
0
–6
Incapable of moving (but not unconscious)
1
–5
Gelatinous cubeBarely mobile, probably significantly paralyzed
2-3
–4
Many oozes, living wall, sea urchinIncapable of moving without great effort
4–5
–3
Hungry fogVisible paralysis or physical difficulty
6–7
–2
Purple worm, ogre zombieSignificant klutz or very slow to react
8–9
–1
Ogre, basilisk, fire giant, tendriculosSomewhat slow, occasionally trips over own feet
10–11
+0
Human, triton, boar, giant fire beetleCapable of usually catching a small tossed object, average human agility
12–13
+1
Bugbear, lammasu, hobgoblinAble to often hit large targets at a distance
14–15
+2
Displacer beast, hieracosphinxCan catch or dodge a medium-speed surprise projectile
16–17
+3
Blink dog, wraith, lion, octopusAble to often hit small targets at a distance
18–19
+4
Astral deva, ethereal filcherLight on feet, able to often hit small moving targets at a distance
20–21
+5
Arrowhawk, bone devilGraceful, able to flow from one action into another easily
22-23
+6
Kirin, dweomercatVery graceful, capable of dodging multiple thrown objects
24-25
+7
Cat lord, balorMoves like water, reacting to all situations with almost no effort
32–33
+11
Elder air elementalMoves like the wind, capable of reactions unseen by mortals, reaction-time is virtually instantaneous
 

CONSTITUTION (CON)

Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks.   A character with a Constitution score of 0 is dead.   You apply your character’s Constitution modifier to:
  • Each roll of a Hit Die (though a penalty can never drop a result below 1 — that is, a character always gains at least 1 hit point each time they advances in level).
  • Fortitude Saving Throws, for resisting Poison and similar threats.
  • If a character’s Constitution score changes enough to alter their Constitution modifier, the character’s hit points also increase or decrease accordingly.

Temporary Bonuses

Temporary increases to your Constitution score give you a bonus on your Fortitude Saving Throws. In addition, multiply your total Hit Dice by this bonus and add that amount to your current and total hit points. When the bonus ends, remove this amount from your current and total hit points.  

Permanent Bonuses

Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.  

Ability Damage

Damage to your Constitution score causes you to take penalties on your Fortitude Saving Throws. In addition, multiply your total Hit Dice by the Ability Damage penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. See Injury and Death for more details on ability damage and drain.  

Special Cases

  • Constructs do not have a Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
  • Undead creatures do not have a Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
 

Constitution Table

ScoreModifierExamplesDescription
Ghoul, mummy, shadowMost undead creatures do not have a Constitution score
0
A creature with a Constitution score of 0 is dead
1
–5
Minimal immune system, body reacts very poorly to anything foreign
2-3
–4
Frail, suffers constant illnesses
4-5
–3
Bruises very easily, knocked out by a light punch
6-7
–2
Toad, hedgehogUnusually prone to disease and infection
8–9
–1
Centipede swarm, locust swarmEasily winded, incapable of a full day’s hard labor
10–11
+0
Human, imp, dire weasel, grickOccasionally contracts mild sicknesses, average human healthiness
12–13
+1
Rust monster, medusa, otyugh, nymphCan take a few hits before being knocked unconscious
14–15
+2
Light horse, merfolk, troglodyteAble to labor for twelve hours most days
16–17
+3
Tiger, chimera, assassin vineEasily shrugs off most illnesses
18–19
+4
Polar bear, gargoyle, umber hulkAble to stay awake for days on end
20–21
+5
Elephant, aboleth, tyrannosaurusVery difficult to wear down, almost never feels fatigue
22-23
+6
Emperor walrus, night hag,Never gets sick, resistant even to the most virulent diseases
24-25
+7
Brontosaurus, mountain aurochsVirtually tireless, practically immune to mundane illnesses and diseases
35
+12
TarrasqueNearly immune to any level of fatigue, illness, disease, or infection- such a creature’s stamina is practically god-level
 

INTELLIGENCE (INT)

Intelligence determines how well your character learns and reasons. This ability is important for intelligence based casters, such as the Wizard, because it affects how many spells they can cast, how hard their spells are to resist, and how powerful many of their spells can be. It’s also important for any character who wants to have a wide assortment of skills.   Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.   A character with an Intelligence score of 0 is comatose and Unconscious.   You apply your character’s Intelligence modifier to:
  • The number of additional languages your character knows at the start of the game.
  • The number of skill points gained each level (Your character always gets at least 1 skill point per level).
  • Appraise, Craft, Disable Device, Knowledge, Linguistics, Psicraft, and Spellcraft checks. These are the skills that have Intelligence as their key ability.
  • Intelligence based casters, such as the Wizard, gain bonus spells based on their Intelligence score. The minimum Intelligence score needed to cast their spells is 10 + the spell’s level.

Temporary Bonuses

Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.  

Permanent Bonuses

Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Note:
Permanent bonuses to intelligence from items have an associated skill, and give ranks in that skill in place of the extra skill points that would be given by the increased intelligence. For more details on this, see the listing for said items.

Ability Damage

Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. The Ability Damage penalty also applies to any spell DCs based on Intelligence. See Injury and Death for more details on ability damage and drain.  

Special Cases

  • Animals have Intelligence scores of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
  • Oozes do not have an Intelligence score, and as such they have immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
  • Regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures.
  • Vermin do not have an Intelligence score, and as such they have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Mindless creatures have no feats or skills. A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.

Intelligence Table

ScoreModifierExamplesDescription
Zombie, golem, ochre jelly
0
Comatose
1
–5
Carrion crawler, purple worm, camelLives by the most basic instincts, not capable of logic or reason
2-3
–4
Tiger, hydra, dog, horseAnimal-level intelligence, acts mostly on instinct but can be trained
4–5
–3
Otyugh, griffon, displacer beastCan speak but is apt to react instinctively and impulsively, sometimes resorts to charades to express thoughts
6–7
–2
Troll, hell hound, ogre, yrthakDull-witted or slow, often misuses and mispronounces words
8–9
–1
Troglodyte, centaur, gnollHas trouble following trains of thought, forgets most unimportant things
10–11
+0
Human, bugbear, wight, night hagKnows what they need to know to get by
12–13
+1
Dragon turtle, cloud giant, lamiaPicks up new ideas quickly and learns easily, knows a bit more than is necessary, fairly logical
14–15
+2
Invisible stalker, wraith, will-o’-wispCan do math or solve puzzles mentally with reasonable accuracy, solves basic problems with minimal effort
16–17
+3
succubus, trumpet archonNoticeably above the norm, fairly intelligent, able to understand new tasks quickly
18–19
+4
NightwingGenius-level intelligence, may invent new processes or uses for knowledge
20–21
+5
Kraken, titan, nightcrawlerHighly knowledgeable, probably the smartest person many people know
22-23
+6
Great wyrm red dragon, planetarAble to make amazing leaps of logic
24-25
+7
Mythic ice devil, the demon lord KostchtchieWorld-famous level intelligence, sought out for advice constantly
32–33
+11
Great wyrm gold dragonUnfathomable intellect
 

WISDOM (WIS)

Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for wisdom based spellcasters, such as Cleric and Druid, and it is also important for Paladin and Ranger. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.   A character with a Wisdom score of 0 is incapable of rational thought and is Unconscious.   You apply your character’s Wisdom modifier to:  

Temporary Bonuses

Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will Saving Throws. This bonus also applies to any spell DCs based on Wisdom.  

Permanent Bonuses

Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.  

Ability Damage

Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will Saving Throws. The Ability Damage penalty also applies to any spell DCs based on Wisdom. See Injury and Death for more details on ability damage and drain.  

Wisdom Table

ScoreModifierExamplesDescription
0
Incapable of rational thought and is unconscious.
1
–5
Gelatinous cube (ooze), animated objectSeemingly incapable of thought, barely aware
2-3
–4
Shrieker (fungus)Rarely notices important or prominent items, people, or occurrences
4-5
–3
Giant maggot, bogwidSeemingly incapable of planning
6–7
–2
Gibbering abomination, blood orc, ifritSeems to have almost no common sense
8–9
–1
Purple worm, grimlock, trollForgets or fails to consider options before taking action
10–11
+0
Human, lizardfolk, phantom fungusCapable of planning and makes reasoned decisions most of the time
12–13
+1
Owlbear, hyena, shadow, remorhazCan sense when a person is upset
14–15
+2
Wraith, owl, giant praying mantisCan get hunches about a situation that doesn’t feel right
16–17
+3
Devourer, lillend, androsphinxReads people and situations fairly well
18–19
+4
Couatl, erinyes devil, guardian nagaOften looked to as a source of wisdom or as a counselor
20–21
+5
Unicorn, storm giantReads people and situations very well, almost without effort
22-23
+6
Xacarba, nalfeshnee demon, royal time elementalCan tell minute differences among many situations
24-25
+7
Kirin emperor, Amon (Duke of Hell), tarn linnormNearly prescient, able to see potential results far beyond that which pure logic would reveal
32–33
+11
Great wyrm gold dragon
 

CHARISMA (CHA)

Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for charisma based casters, such as Paladin, Sorcerer, and Bard. It is also important for clerics, since it affects their ability to Channel Energy. Every creature has a Charisma score.   A character with a Charisma score of 0 is not able to exert themselves in any way and is Unconscious.  

You apply your character’s Charisma modifier to:

Temporary Bonuses

Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma.  

Permanent Bonuses

Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.  

Ability Damage

Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. The Ability Damage penalty also applies to any spell DCs based off Charisma and the DC to resist your Channel Energy. See Injury and Death for more details on ability damage and drain.  

Charisma Table

ScoreModifierExamplesDescription
0
Unable to express itself in any way and is unconscious.
1
–5
Zombie, golem, shriekerBarely conscious, appears blank and expressionless
2-3
–4
Spider, crocodile, lizard, rhinocerosCapable of only minimal independent decision-making
4–5
–3
Dire rat, weasel, chuul, donkeyHas no awareness of the needs of others, almost no sense of empathy
6–7
–2
Badger, troll, fire beetle, bearUninteresting, rude, boorish, and generally unpleasant to be around
8–9
–1
Gnoll, dire boar, manticore, gorgonSomething of a bore or makes people mildly uncomfortable
10–11
+0
Human, wolverine, dretchUnderstands most conventions of social interactions and acts relatively acceptably in social circumstances
12–13
+1
Treant, roper, doppelganger, night hagMildly interesting, usually knows what to say
14–15
+2
Storm giant, barghest, medusaInteresting, almost always knows what to say
16–17
+3
Ogre mage, pixie, harpy, achaieraiPopular, receives greetings and conversations on the street
18–19
+4
Greater barghest, nixieImmediately likeable by many people, subject of favorable talk
20–21
+5
Astral deva, krakenLife of the party, able to keep people entertained for hours
22-23
+6
Kirin, adult crystal dragon, hamadryad, phoenixImmediately likeable by almost everybody
24-25
+7
Marilith demon, star drake, solar, nymphRenowned for wit, personality, and/or looks
32–33
+11
Great wyrm gold dragon
 

Special Cases

There are some circumstances where the normal rules for ability scores are not followed.  

Nonabilities

Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are detailed below.   Strength
Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can’t exert force, usually because it has no physical body or because it doesn’t move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier.   Dexterity
Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can’t move. If it can perform actions (such as casting spells), it applies its Intelligence modifier to Initiative checks instead of a Dexterity modifier. The creature automatically fails Reflex saves and Dexterity checks.   Constitution
Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a [fortitude_save unless the effect works on objects or is harmless. The creature is also immune to Ability Damage, Ability Drain, and Energy Drain, and automatically fails Constitution checks. A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless the creature’s description says it cannot run).   Intelligence
Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects (Charm And Compulsion, Phantasm, Pattern, and morale typed effects) and automatically fails Intelligence checks.   Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill bonuses.   Wisdom
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an Object, not a creature. Anything without a Wisdom score also has no Charisma score.   Charisma
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an Object, not a creature. Anything without a Charisma score also has no Wisdom score.

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