
AJAG |
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Ummm,
Just to note this: from the CRB 563
Panicked: Characters who are panicked are shaken, and
they run away from the source of their fear as quickly as
they can, dropping whatever they are holding. Other than
running away from the source, their paths are random.
They flee from all other dangers that confront them
rather than facing those dangers. Once they are out of
sight (or hearing) of any source of danger, they can act as
they want. Panicked characters cower if they are prevented
from fleeing.
From Beastiary #1 page 286
Bay (Su) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mindaffecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours. The save DC is Charisma-based.