
Roshan |

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is causing some contention in our group. One player is arguing that the description of random only refers to the initial direction and the GM is saying that when you reach a fork (Left and Straight) it's random, the player is saying that he would go straight, directly away from the threat.
My thoughts on the matter are in favor of the GM's view on the matter. Specifically because of the wording of the panicked condition where it says "Path" and not "Direction".
Thoughts?

wraithstrike |

I have always ran it so that initially you get as far away as possible from the source of the fear, and once you can no longer see the bad guy you run in random directions, as long as they don't take you back to the enemy in question.
I look at it as you being so irrational due to fear you don't know which way to go.

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Instead of running through a number of threatened squares, my dm forced my panicked pc to jump off a cliff. I decided later to create a pc who focused of fear based spells and abilities, and consistently reminded him of that incident.
Sounds more like a case of being cornered than anything else.