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LepusLanthor |
![Ghini](http://cdn.paizo.com/image/avatar/GhiniEagleye.jpg)
I don't know if I am blind but I can't seem to locate anything written on when a morale check is made and what is or isn't a good check. I had a band of thieves jump a solo character and he opened the can on them. There was only one remaining bandit after the second round....I wanted to role morale for him but I couldn't find a ruling anywhere. I decided that since he was drunk and mad the booze gave him the liquid courage to stand and fight. Any guidance would be appreciated. Thanks
Lepus
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The Black Bard |
![Drow](http://cdn.paizo.com/image/avatar/drow.gif)
Morale checks no longer exist in 3rd editions incarnations; they are a mental holdover from 2nd edition.
That being said, I have found that making a DC 10 charisma check when "the chips are down" is a good way to judge morale. But remember this: morale isn't just running and staying. Morale is confidence and discipline. Here are some possibilities of a "made" morale check.
Enemy keeps fighting, if they think they have a chance.
Enemy retreats, if victory is impossible, but plans to regroup.
Enemy surrenders, if escape is impossible, but plans to escape.
On a failed check:
Enemy fights to the death if escape seems impossible.
Enemy routs and flees, provoking attacks of opportunity.
Enemy surrenders.
I consider a "made" check to represent that the enemy, despite setbacks, is still in control of itself. A "failed" check means the enemy has lost its resolve and dedication to its task, and will take the easiest instinctual behavior offered (surrender, flee, fight, etc.). I would consider things like "if we retreat, the boss will kill us" to provide a bonus to the check, rather than modify the result.
2nd edition did have a good list of morale modifiers and other associated penalties and bonuses, these can be used for +2 and -2 circumstance modifiers in 3rd edition.