Triggers and Durations
Many situations might strike fear in your hearts and the most common are 'Horror Scenes', 'Horror Creatures', and 'Spells or Abilities'.
Horror Scenes: Trully horrific scenes are divided in three categories. 'Mild Horror' (Will DC 10), 'Standard Horror' (Will DC 15), and 'Strong Horror' (Will DC 20). The first time you encounter such horrific scene, you must save against the appropriate difficulty, increasing your 'fear level' by one (never increasing from Lesser Fear to Greater Fear however) until you remains within sight of the triggering scene.
Horror Creatures: The first time you encounter a horrific creature (generally undead and aberrations), you must make a Will save with a DC=10+Creature's CR, or DC=15+Creature's CR in the case of truly horrific creatures. On a failed check you increase your 'fear level' by one (never increasing from Lesser Fear to Greater Fear however) until you remain within sight of the triggering creature.
Spells or Abilities: Anytime you fail an appropriate spell or ability which gives a fear effect, your 'fear level' becomes the new 'fear level' appropriate for the spell or ability (shaken for an intimidate skill check, frightened for a cause fear spell) or increase by one if you current 'fear level' is higher than the one the spell or ability would cause (if shaken and targeted by a demoralize attempt, would become scared). The duration of this fear effect last as normal for the spell or ability.
Fear Levels:
Lesser Fear
1.Spooked: The nature of your surroundings or events that you have witnessed makes you uneasy. You take a –2 penalty on saving throws against fear effects and on Perception checks, as your mind conjures potential horrors in every shadow. However, you are ready to face danger, and gain a +1 circumstance bonus on initiative checks.
2.Shaken: Fear has taken hold of you and you are no longer thinking or acting clearly. You take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
3.Scared: You are noticeably afraid, jumping at shadows and easily panicked by odd sights and unexplained noises. You take all of the penalties of the shaken condition, except the penalty on saves against fear effects becomes –4. In addition, if being subject to a lesser fear effect would increase your fear level, you are staggered for 1 round instead.
Greater Fear
4.Frightened: You are so afraid that you must flee from the source of your fear. On your turn, you must move away from any source of fear you perceive. Once you can no longer perceive any source of fear, you can act as normal, but you still take all the penalties of the shaken condition. You can use special abilities, such as spells and equipment, to flee and must resort to such abilities if they seem like the only way to escape. If you flee from the source of your fear and it later reappears while you are still frightened, you must immediately begin fleeing again. If unable to flee, you can fight.
5.Panicked: This functions as the frightened condition, but you drop anything held whenever you are forced to flee and you flee in a random direction. In addition, you treat all sources of danger as fear sources and must flee from them as well. If unable to flee, you cower in fear.
6.Terrified: This functions as panicked, but you do not treat any other character as an ally and thus must attempt saving throws against spells that allow them, even if the spells are beneficial. If unable to flee, you cower in fear. In addition, once you have fled from fear, you do not act as normal. Instead, each round you roll on the following table to determine your course of action.
1-25) Continue to flee, moving away from any known source of danger.
26-50) Find a place nearby to hide, using Stealth as normal. You
do nothing until you are discovered (and forced to run again) or you are no longer terrified.
51-75) Lash out at the nearest creature, even an ally, attacking it with whatever weapon is available.
76-100) Do nothing. If you get this result in two consecutive rounds, you no longer need to roll on this chart starting on the third round and can act as normal unless you encounter a source of fear or danger, in which case you are still terrified and act accordingly.
7.Horrified: You are transfixed with fear and can take no actions. You take a –2 penalty to your AC, are flat-footed (even if you normally cannot be), and are considered helpless.
Fear and Psychic Magic:
Instead of automatically failing to cast a psychic spell, you need to succeed at a Concentration check with a DC=10+'Fear Level'+twice the spell level. Casting a psychic spell also adds the normal +10 increase in this check if you don't center yourself as a move action.