| donknotts |
Hey all, my first post here. I'm building a howler barbarian and I'm wondering about the panicked condition. I've read it and I'm just unsure as to what exactly "run away as quick as they can" means exactly. Specifically, does it mean they are using a withdraw action?
I'm just curious because I was thinking about taking the No Escape rage power but if panicked enemies aren't actually using a withdraw that power becomes less optimal in my eyes.
Anyways I appreciate any insight on this.. I'm fairly new to PRPG and I tried searching but I couldn't really find a relevant post.
| BigNorseWolf |
Fear
Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. (BNW- They are not required to behave differently or run away)
Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken). (BNW- Frightened characters seem to have the wherewithal to withdraw)
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. (BNW- I think at this point they're too scared to use withdrawl)
Starglim
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If a panicked creature can run, it must do so. If it can move directly away from the source of its fear, it must do so. Within the overriding wish to get as far away as possible, if the area restricts it to a double move anyway it should be able to dodge and scramble away from the first square, counting as a withdrawal.