Shadow Mastiffs and Panicked


Rules Questions

Scarab Sages

Pretty simple rules question: After being affected by the Mastiff's 'Bay' power and fleeing, a character in my group was out of sight and sound of any danger, does this in effect end the 1d4 rounds of flight invoked by the power? Page 563 of the core rules suggests this under the Fear section. Or does the power override the rule text of 563? Thanks for your help everyone!

Scarab Sages

Panicked wrote:

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 a more extreme state of fear than shaken or frightened.

Here is what bay does.

Shadow Mastiff's Bay wrote:
When a shadow mastiff howls or barks, all creatures within a 300-foot spread except evil outsiders must succeed at a DC 16 Will save or become panicked for 1d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Once you hear it, you got to wait until you can calm down a bit (your 1d4 rounds are up) in order to not be panicking.


The thing is that, before the list of conditions where Panicked is listed, the Fear section a few pages earlier in the Glossary says this:

Quote:
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.

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