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#Post#: 441--------------------------------------------------
Courage and Retreating
By: Rognvaldr Date: October 22, 2014, 2:44 pm
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Every unit has varying amounts of courage. A hardened Colonel is
not phased by any of the horrors of the battlefield, his courage
score would be high. The novice goblin draftee would have a low
courage score, and retreat at even the mildest of battlefield
gore. A character's courage score is calculated by adding the
vital courage of sentient creatures (6) to your experience
courage (proficiency bonus). For instance, at regular conditions
a lvl 1 Human Cleric would have 8 Courage, a lvl 18 Goblin
Fighter would have 12 Courage.
A unit's courage is modified by the amount of Hitpoints
remaining. The vital courage score is proportional to the % of
hit points he has, rounded down. Every unit starts with 6 base
courage. At 1/2 health, he has 3 vital courage, at 1/3rd health,
he has 2 vital courage, at 1/6th he has 1 vital courage. A
unit's experience courage, which is their proficiency bonus,
never changes. A LvL 1 unit at half health would therefore have
3 vital courage + 2 experience courage, coming out to 5 courage
total. This represents the fact that experienced warriors are
not as shaken at being bruised in combat, they have been in
those situations before. Their battle experience allows them to
overcome even the direst of conditions.
A unit may be forced to take a Morale check in a multitude of
ways, losing companions on the battlefield, losing sight of the
enemy, sustaining intense damage, etc. It is up to the DM when
conditions call for a Morale check to be taken. A moral check
consists of rolling 2d6, if your roll is at or below your
Courage score, you pass the check; if your roll is above your
Courage score, you fail. A roll of 2 always passes and a roll of
12 always fails. Failing a Courage check means that you gain the
"Frightened" condition. When in the Courage Frightened
condition, a target must roll every turn until they pass their
Morale check. The first success breaks the frightened condition,
but three failure in a row causes the unit to route. A routing
unit uses all actions to leave the battlefield in the most
direct path possible. In some circumstances failure of a Morale
Check may result in surrender, such as when you are grappled,
incapacitated, or unconscious or when there is no area to
retreat to, such as when you are surrounded.
Negative or positive modifier may be applied to your Courage
Score such as: being Frightened, possessed, blinded, wounded,
etc.
A unit may use an Intimidate check in order to force a Morale
check for the enemy. As a Standard Action, you may use an
Intimidate check against a DC set by the DM. Alternatively, a
charisma or intimidate check may be used to challenge an
opposing Intimidate check. Succeeding on an Intimidate action
does not put the target into the frightened condition
immediately, it is only upon failing their Morale check that
they become Frightened.
You may also run away from a battle at anytime, as long as you
can manage to weave yourself out of the fray.
Some short statistics: A lvl 1 character with 1 HP has a 77.1%
chance of failing three Courage checks and retreating, a lvl 20
character at 1 HP has a 7.25% chance, a lvl 1 character at full
HP has a 2.14% chance, a lvl 20 character at full HP has a
.0022% chance (rolling two 6's is always a fail).
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