How do PCs / Enemies flee?


Rules Questions


Sorry I must have missed this when reading the CRB but I can't seem to find this anywhere. Monsters typically have a morale block which states at what point they will flee.

How do you flee? Is it just a matter of getting off the board and then you're scot-free or is there some mechanic? Where would I find this in the CRB? Thanks!


Attempting to flee does not mean you get to automatically escape.
You have to be fast enough to get away, or hope the enemy gives up the pursuit.

The CRB does not have a morale statblock. The AP's do.
Not all monsters will flee since each they do not have the exact same personality. It is up to the GM for the most part.

Scarab Sages

I don't think I've seen morale checks since 2nd edition D&D. Though there was a nearly never-used mechanic for them in the Third Edition Miniatures Handbook.

I'm fairly certain that Pathfinder doesn't use them. Though I would be pleased to find out they're in Ultimate Combat, or something, so someone please correct me if I'm wrong. I hop I am because I love morale, but sadly I don't think I am.


The usual problem with attempting to flee is that, barring different movement capabilities (e.g., flight), if your speed is less than theirs, it is impossible to escape using the tactical combat rules.

There's an optional chase mechanic in the Gamemastery Guide. It provides a sort of mini-game mechanism to play out pursuit situations. In a city market, for example, though the quarry is slower, she may be more adept at hopping over a wall or knocking a fruit stand over to slow her pursuers. I haven't tried it yet, but it looks interesting.

Shadow Lodge

Usually via spells.


Across the Styx, of course.

Seriously though...yeah, if they don't have either teleporty type spells or some ability to move faster than the pursuers, they're not gonna get away without going into the chase type things.


Walk into the escape corridor, pull the lever, have the heavy steel gate clang down, walk away while the PCs try to hack through the armor plate. Drop two more behind you as you dodge down the trapped maze's corridors.

Just be ready in advance, and this sort of thing is easy.


So how do I handle an enemy attempting to flee? The place where this has come up is the Kingmaker adventure path (although fleeing is not exclusive to that.) Most of the enemies will flee once they are down to a certain level of HP. At least one monster will flee if any damage is taken at all. I'm the one DMing, so how do I handle this? Once the enemy is off the board, how do I determine mechanically if they get away or not? Thanks for your help!


I have my bad guys withdraw when 3/4 of them are below 25% HP, and it looks like the PC's are slaughtering them. Although if the PC's are in the same position HP wise as the bad guys they'll stay to fight until the fight shifts against them. Sometimes if the leader gets below 25% I'll have him call a retreat no matter how badly damaged the rest of his team is.

So I guess you should have your guys retreat when you think they are getting there butts kicked and the PC's are running the fight. Although I do enjoy having my special bad guys retreat, because I love making them personalized to the good guys and maybe giving them additional story: friend turned bad, enemy using PC's as friend for goal, female NPC love interest, female NPC stirring up trouble, and that's only half the list of possibles bad guys for me.

I treat all my villains as PC's cherry picked feats and skills, and I don't want to see them die until everything I have for them is finished. God I hate it when my players kill my bad guys before I finish all there story. LOL


When the bad guys are the ones doing the fleeing, sometimes they'll make it simply because the PCs don't bother giving chase. Other times they'll make it through superior movement (e.g., flight), invisibility, dimension door, a barrier such as wind wall, wall of stone/fire/iron, dust/gaseous form, pit spells, etc. If you're designing a villain, decide whether they're pragmatic enough to keep a spell or item in reserve for when things go badly. Frequently a simple potion is enough to escape.

Sometimes there are situational measure the bad guy can take. A strong bad guy in a marketplace might grab a commoner as a hostage. Inside a building, they might set the place on fire. In their own sanctum, if they don't have a getaway route built into the place, they don't deserve the title of "villain".

The Exchange

This is not a video game, the map is just a tool. Keep drawing the city or dungeon until one side gives up or dies. At mid levels magic helps alot.

You can probably drop the map and just describe things until something happens to warrant a map.

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