
questions |
"Panicked: 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."
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Recently I was playing in a game and the question of what a player can do while he is panicked arose. The scenario played out as thus,
The rogue and I were scouting ahead to look for possible dangers that we might encounter, bad idea, but we did it anyways. Anyway the Rogue and I slowly peeked into the room to get a good head count of the enemies we would be face and to inform the rest of the group. One of the enemies , a Keth Hound, spots us, the rogue rolled a higher initiative than the enemy so he closed the door and started down the hallway back to the group. The enemy that spotted us charged at me now as the door is only slightly cracked open and uses an ability that gives me and the rogue the Panicked condition. On my turn I tell the DM that I am going to slam the door and run as fast as a I can away from the bad guy because that is what your supposed to do. He tells me that I can't do that, because the panicked condition specifically states that the only thing I can do is run away, so I can't slam the door that is probably only an inch open because I am too scared to do that.
I keep arguing that the door is only an inch open and that my character peeked into the room with the intention of closing the door if he was caught like he was and that the panicked condition only enforces the idea that I would close the door because whatever is in that room has scared my character too the point that all he wants to do is run away. It even says in the panicked conditions description that "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." to which I interpreted would mean that as a panicked character I would not only close the door if panicked but do anything and everything I could to get away from that keth hound going after me. To which he interpreted that the only thing I or any other afflicted member of the party could do is physically run away, no hiding behind doors, no throwing chairs in their way so slow them down, only running away and getting picked off slowly because they have a fly speed of 60 feet.
Either way he TPKed the group because everyone was panicked and he got 7 rounds of free hits on everyone because the only action we could take is running away.
Am I wrong for thinking that I could close the door and effectively lock the hounds in the room (they would be locked in the room because hounds can't physically open doors, to my knowledge) or is panicked so magically terrifying that you cannot take even the most basic actions while you are afflicted.
What can you do specifically while you are Panicked and what can you not do while you are panicked?

DaHofi |

"Panicked: 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."
I think that makes it pretty clear!
In addition what you quoted has an additional condition:
"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."

questions |
"Panicked: 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."
I think that makes it pretty clear!
In addition what you quoted has an additional condition:
"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."
so slamming a door they are actively gripping before they are panicked and at the time they are making the save is beyond reasoning? but using spells and abilities they have while they are panicked to further escape their attacker is OK?
"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."
If they cannot take any other actions than fleeing then by that logic it is also safe to say the afflicted party couldn't open doors to get further away from the enemy they would just cower in the corner of the room while taking hits from the enemy.

dragonhunterq |

How many times have you seen a film where someone is running away and is completely unable to open a door? Even calm you see people everyday pushing on doors that clearly state 'pull' on them (um, not that I've ever done that...honest!).
Logic and panic don't usually go together very well, almost by definition. Your GM has called it and ultimately, with something like this, it is his decision.
Also, sounds like everyone failing their will saves had more to do with the TPK than the door.

Treefolk |

Opening a door to continue fleeing is something a panicked creature does as that would fall under "special abilities" that could be used to continue fleeing. Aside from that, you are correct in the fact that a panicked creature cannot take actions such as closing doors or knocking obstructions into the path of a pursuer.
I am curious. In the situation detailed above, were there two doors? Otherwise how did the door become cracked after the rogue shut it?

questions |
How many times have you seen a film where someone is running away and is completely unable to open a door? Even calm you see people everyday pushing on doors that clearly state 'pull' on them (um, not that I've ever done that...honest!).
Logic and panic don't usually go together very well, almost by definition. Your GM has called it and ultimately, with something like this, it is his decision.
Also, sounds like everyone failing their will saves had more to do with the TPK than the door.
But my point is that if they are fumbling over opening something as simple as a door then how can they cast spells or do anything in such a state. This condition is poorly implemented it either needs to
A) needs to go to the extreme of specifically stating that the only thing they can do is flee in terror and not be able to cast spells or use abilities regardless of the situation.
or
B) allow the afflicted to take simple actions such as opening/closing doors that are in their reach. Its not asking for a lot and if I was flipping out and I saw something scary in a room the first thing I would do is slam the door shut, then run away screaming.
Because stating that the afflicted person "can't take any other actions" then 5 lines later stating that it can use other actions if not specifically stating that they must, is counter intuitive.

Ithnaar |

Curious to know, what is the ability of the Keth Hound that starts you off with panicked immediately?
I think we're actually talking about *Yeth* Hounds here... I believe Keth Hounds are found in A Galaxy Far, Far Away.
Yeth Hounds have this ability:
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 mind-affecting 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.
- So yeah, sounds like a lot of bad luck with everyone failing their Will save and rolling near max on the 2d4 (I usually roll for each player individually, just in case something like that happens).

questions |
Opening a door to continue fleeing is something a panicked creature does as that would fall under "special abilities" that could be used to continue fleeing. Aside from that, you are correct in the fact that a panicked creature cannot take actions such as closing doors or knocking obstructions into the path of a pursuer.
I am curious. In the situation detailed above, were there two doors? Otherwise how did the door become cracked after the rogue shut it?
ya it was a double door

Treefolk |

Treefolk wrote:ya it was a double doorOpening a door to continue fleeing is something a panicked creature does as that would fall under "special abilities" that could be used to continue fleeing. Aside from that, you are correct in the fact that a panicked creature cannot take actions such as closing doors or knocking obstructions into the path of a pursuer.
I am curious. In the situation detailed above, were there two doors? Otherwise how did the door become cracked after the rogue shut it?
I find it silly that your rogue declined the opportunity to close both doors. Any reason why?

questions |
questions wrote:I find it silly that your rogue declined the opportunity to close both doors. Any reason why?Treefolk wrote:ya it was a double doorOpening a door to continue fleeing is something a panicked creature does as that would fall under "special abilities" that could be used to continue fleeing. Aside from that, you are correct in the fact that a panicked creature cannot take actions such as closing doors or knocking obstructions into the path of a pursuer.
I am curious. In the situation detailed above, were there two doors? Otherwise how did the door become cracked after the rogue shut it?
doesn't matter apparently the DM says Yeth Hounds can open doors...
Also hes a new player

Ithnaar |
1 person marked this as a favorite. |

Because stating that the afflicted person "can't take any other actions" then 5 lines later stating that it can use other actions if not specifically stating that they must, is counter intuitive.
It seems clear that the intention was that the only actions allowed (or mandated) are those which allow the character to get away faster.
Haste, Teleport or Flight get you away faster, so are optional unless a character is cornered and those spells would help, in which case the character *must* use those spells.
So instead of this line :
"It can't take any other actions."
substitute
"It can't take any other actions, unless those actions would improve its ability to move faster."
Since closing a door does not make you move faster, that action is not allowed.

DaHofi |

DaHofi wrote:"Panicked: 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."
I think that makes it pretty clear!
In addition what you quoted has an additional condition:
"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."so slamming a door they are actively gripping before they are panicked and at the time they are making the save is beyond reasoning? but using spells and abilities they have while they are panicked to further escape their attacker is OK?
"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."
Opening or closing a door is a move action, even if it is only a little. And that is explicitly disallowed, while special abilities, including spells are explicitly allowed. If you want an RP interpretation: "In your panic you slam shut the door, but the door does not hold and hinges open again."
Why do you think emergency exits open in the direction of escape and have large handles you mostly dont even need to use?
If they cannot take any other actions than fleeing then by that logic it is also safe to say the afflicted party couldn't open doors to get further away from the enemy they would just cower in the corner of the room while taking hits from the enemy.
That is my interpretation of the rule* and that is what is written in the Rule. Well unless they have a spell or special ability to get away further.
*but personally i think i would panicked creatures let open unlocked (light) doors where the players already know that no monster is behind. Would not want a panicked player to escalate the encounter further.

questions |
questions wrote:Because stating that the afflicted person "can't take any other actions" then 5 lines later stating that it can use other actions if not specifically stating that they must, is counter intuitive.It seems clear that the intention was that the only actions allowed (or mandated) are those which allow the character to get away faster.
Haste, Teleport or Flight get you away faster, so are optional unless a character is cornered and those spells would help, in which case the character *must* use those spells.
So instead of this line :
"It can't take any other actions."
substitute
"It can't take any other actions, unless those actions would improve its ability to move faster."
Since closing a door does not make you move faster, that action is not allowed.
Ya I could see that as a fair assessment, but what about spells meant to hamper your enemies abilities to pursue you, wouldn't that also be in line with that thought. if the big scary monster was caught in a web wouldn't that hurt his ability to come after you.

questions |
questions wrote:DaHofi wrote:"Panicked: 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."
I think that makes it pretty clear!
In addition what you quoted has an additional condition:
"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."so slamming a door they are actively gripping before they are panicked and at the time they are making the save is beyond reasoning? but using spells and abilities they have while they are panicked to further escape their attacker is OK?
"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."
Opening or closing a door is a move action, even if it is only a little. And that is explicitly disallowed, while special abilities, including spells are explicitly allowed. If you want an RP interpretation: "In your panic you slam shut the door, but the door does not hold and hinges open again."
Why do you think emergency exits open in the direction of escape and have large handles you mostly dont even need to use?
questions wrote:If they cannot take any other actions than fleeing then by that logic it is also safe to say the afflicted party couldn't open doors to get further away from the enemy they would just cower in the corner of the room while taking hits from the enemy.That is my interpretation of the rule* and that is what is written in the Rule. Well unless they have a spell or special ability to get away further.
*but personally i think i would panicked creatures let open unlocked (light) doors where the players already know that no monster is behind. Would not want a panicked player to escalate the encounter further.
having to use a move action to open or close a door, especially when its only an inch open seems stupid, there is no way it takes that much in a real life scenario, its more like a swift action in RL. (I know this isn't a real life scenario please don't waste a post pointing that out to me).
And that RP explanation would have made a lot of since in the situation.

Ithnaar |

Ya I could see that as a fair assessment, but what about spells meant to hamper your enemies abilities to pursue you, wouldn't that also be in line with that thought. if the big scary monster was caught in a web wouldn't that hurt his ability to come after you.
Webbing a foe, or collapsing a tunnel with a spell or slamming the door shut and Arcane Locking it are all great ideas, but the character is in a state of panic. You see it in horror movies all the time; the victims hardly ever do the 'smart thing'. All they can think about is "How do I get further away from this terrifying thing?" And all of those other actions, though they are all smart moves and great long-term solutions, do not get the character further away from the source of their terror *that action*.

-Grijm- |

-Grijm- wrote:Curious to know, what is the ability of the Keth Hound that starts you off with panicked immediately?I think we're actually talking about *Yeth* Hounds here... I believe Keth Hounds are found in A Galaxy Far, Far Away.
Yeth Hounds have this ability:
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 mind-affecting 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.- So yeah, sounds like a lot of bad luck with everyone failing their Will save and rolling near max on the 2d4 (I usually roll for each player individually, just in case something like that happens).
Haha, I know right, thats the thing that came up when i googled keth hounds.
Just unfortunate rolls, the Will save DC is pretty bad actually.
The hounds would have opened the door indeed, they have base int of 6, not the usual stupid dogs.
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/yeth-hound

Bobson |
1 person marked this as a favorite. |

questions wrote:Ya I could see that as a fair assessment, but what about spells meant to hamper your enemies abilities to pursue you, wouldn't that also be in line with that thought. if the big scary monster was caught in a web wouldn't that hurt his ability to come after you.Webbing a foe, or collapsing a tunnel with a spell or slamming the door shut and Arcane Locking it are all great ideas, but the character is in a state of panic. You see it in horror movies all the time; the victims hardly ever do the 'smart thing'. All they can think about is "How do I get further away from this terrifying thing?" And all of those other actions, though they are all smart moves and great long-term solutions, do not get the character further away from the source of their terror *that action*.
This.
It's not about "How can I slow them down?", it's about "How can I move faster?" Taken as a whole (so you can stop to cast a spell), a turn you're panicked is valid if you can say "I got as far away from the thing as I could". Slowing them doesn't move you any further away, so is invalid. Casting haste on yourself gives you (usually) the same movement as a double move, so is valid.
There's nothing official backing that policy, but it's a good rule of thumb for on-the-spot GMing that fits the intent.

Claxon |

I agree with the GM's ruling in general. The fact that it resulted in a TPK is bad, but if you are panicked and the door wasn't shut I would also say you cannot shut the door either.
The unfortunate problem is really that everyone is the party failed the will save and became panicked which resulted in the TPK. It's more bad luck than anything else. If the GM sent more than one Yeth hound then he probably didn't realize how powerful it would be against the party.

![]() |

Everyone was level 2 at this point so failing was either a 50/50 chance for the group
4 characters with an average +1 to the save, DC 12.
50% chance to save for each one is 6.25% chance of all of them failing the save. Bad luck.You GM was right about you being unable to close a door behind you.
When panicked you use whatever method you have available to flee and yes, that include casting spells and using items. Note that the character would be unable to use any ability not directly related to fleeing, so a GM could reasonably argue that he is unable to make a concentration check to avoid an AoO.
DrakeRoberts wrote:Yeah... couldn't close the door. Sucks, but mechanically true. How many CR 3 Yeth Hounds was your group of level 2s facing?2, the problem was that we had to make a will save for both hounds, half of us made it for the first hound then failed on the second hound.
That change things. It mean about a 30% chance of the whole group failing the save.
that can easily generate a TPK.
AJAG |
4 people marked this as a favorite. |

What a nasty DM! I would have allowed you to shut that door.
Let me guess...Thistletop and Nualia's little Yeth friends?
I am with you "questions", the rules allow a DM to handwave anything, and IMO it makes sense that you would indeed try to shut that door, movies do not indicate how people behave in real life, anybody knows that! In this instance I would have let you try to close that door, maybe a Reflex DC 5 to 10 skill check??? (because there is that chance you freeze or fumble) and then moved on from there.
Sounds like the inexperienced DM is going to wear that TPK guilt for a while!? or not!
Ever since 1st Ed. S4 "The lost caverns of Tsojcanth" when I had a party of 7, of which all but 1 failed their saves vs. a Gorgimera's Flesh to Stone breath weapon, I always try to allow for an escape route or some way of recovery, the dice can just be so cruel sometimes! I decided not to allow blind luck to rule my campaigns from then on. If and when I feel there is a chance of a TPK (unless the group do something dumb) I always plan an escape or recovery, or a Plan "B". TPK's can quickly ruin not only the fun, but a DM's reputation.
Mantra: Never let the rules or dice get in the way of telling the story.
Enjoy! and better luck next time! :)

questions |
1 person marked this as a favorite. |
What a nasty DM! I would have allowed you to shut that door.
Let me guess...Thistletop and Nualia's little Yeth friends?
I am with you "questions", the rules allow a DM to handwave anything, and IMO it makes sense that you would indeed try to shut that door, movies do not indicate how people behave in real life, anybody knows that! In this instance I would have let you try to close that door, maybe a Reflex DC 5 to 10 skill check??? (because there is that chance you freeze or fumble) and then moved on from there.
Sounds like the inexperienced DM is going to wear that TPK guilt for a while!? or not!Ever since 1st Ed. S4 "The lost caverns of Tsojcanth" when I had a party of 7, of which all but 1 failed their saves vs. a Gorgimera's Flesh to Stone breath weapon, I always try to allow for an escape route or some way of recovery, the dice can just be so cruel sometimes! I decided not to allow blind luck to rule my campaigns from then on. If and when I feel there is a chance of a TPK (unless the group do something dumb) I always plan an escape or recovery, or a Plan "B". TPK's can quickly ruin not only the fun, but a DM's reputation.
Mantra: Never let the rules or dice get in the way of telling the story.
Enjoy! and better luck next time! :)
ya it was that place, he's been DMing for decades now though, he knew a TKP was coming, when we all got panicked at once he determined it took the group 3 rounds to reach the suspension bridge at the start of the dungeon and then he collapsed it once we got there so if the dogs didn't kill us the fall would have. After this event, I honestly am going to quit pathfinder, i put weeks of work into this character and because I failed one save he died in 3 rounds. I thought he was a good character, but with the saves or fail system in the game its so easy for a vindictive DM to just petrify a character or to disintegrate your character in one unlucky shot.

-Grijm- |
1 person marked this as a favorite. |

AJAG wrote:ya it was that place, he's been DMing for decades now though, he knew a TKP was coming, when we all got panicked at once he determined it took the group 3 rounds to reach the suspension bridge at the start of the dungeon and then he collapsed it once we got there so if the dogs didn't kill us the fall would have. After this event, I honestly am going to quit pathfinder, i put weeks of work into this character and because I failed one save he died in 3 rounds. I thought he was a good character, but with the saves or fail system in the game its so easy for a vindictive DM to just petrify a character or to disintegrate your character in one unlucky shot.What a nasty DM! I would have allowed you to shut that door.
Let me guess...Thistletop and Nualia's little Yeth friends?
I am with you "questions", the rules allow a DM to handwave anything, and IMO it makes sense that you would indeed try to shut that door, movies do not indicate how people behave in real life, anybody knows that! In this instance I would have let you try to close that door, maybe a Reflex DC 5 to 10 skill check??? (because there is that chance you freeze or fumble) and then moved on from there.
Sounds like the inexperienced DM is going to wear that TPK guilt for a while!? or not!Ever since 1st Ed. S4 "The lost caverns of Tsojcanth" when I had a party of 7, of which all but 1 failed their saves vs. a Gorgimera's Flesh to Stone breath weapon, I always try to allow for an escape route or some way of recovery, the dice can just be so cruel sometimes! I decided not to allow blind luck to rule my campaigns from then on. If and when I feel there is a chance of a TPK (unless the group do something dumb) I always plan an escape or recovery, or a Plan "B". TPK's can quickly ruin not only the fun, but a DM's reputation.
Mantra: Never let the rules or dice get in the way of telling the story.
Enjoy! and better luck next time! :)
I've met even worse ones where they deviate from the combat tactics stated in the book and added more enemies. Its kinda frustrating when the DMs are playing like its him vs the PCs, instead of a facilitator.
Don't let it get you down, there are good and bad DMs around. Just find another.

AJAG |

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.
Of course, GM's can interperate this any way they want, but unless the Yeth was continually howling or you had Line-of-sight to them, I am thinking that your "vindictive DM" (your words not mine!) made sure that you couldn't close that door, otherwise you (being out of sight=yes, out of hearing range=maybe) could have tried to hold that door and then after the seven rounds of panic were over, act as you like.
My point is, that had you been able to close that door, the panicked effect would have effectively ended after a round, (assuming the Yeth was not still howling) you could then act as you like. I assume from this RAW that if it was a sight based fear effect, it would recommence as soon as you saw the source of that fear. However, being a sound (sonic) effect, unless it was continual, there is scope to say that the effect had worn off or dissipated.
Each DM to their own, but I try to make low level adventures fun but not deadly. Seems like the DM was having a bad day!
@questions, don't give up on Pathy, it is a good system with some flaws, but I believe this TPK has more to do with the way your DM wanted that encounter to go, rather harsh, I feel! Sorry, just my opinion.
Now another thing, a 6 Intelligence creature is smart compaired to your average animal, but does this necessarily mean that they know how to open doors? I don't think that knowledge is innate to Yeth Hounds!? I know this didn't happen but you mentioned it, so just say'n! This is arbitted by your respective DM, I think he was being a bit harsh on you guys, especially as you were not facing the said BBEG, you know the Bad Girl with the funky arm!?

DaHofi |

Interesting there are 2 somewhat contradicting occurrences of panicked in the prd.
http://paizo.com/pathfinderRPG/prd/glossary.html#_panicked
Once under fear:
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.
Once under conditions:
Panicked: 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.

DrakeRoberts |
1 person marked this as FAQ candidate. |
I thought he was a good character, but with the saves or fail system in the game its so easy for a vindictive DM to just petrify a character or to disintegrate your character in one unlucky shot.
Well then here's your problem. It's not the system, its the DM. Or so it would sound from your post. A GM shouldn't be 'vindictive', their goal should be to help tell an exciting story. One where death is a possibility, not a guarantee. Players get the most joy (in general) from overcoming challenging obstacles, not being railroaded to death.
Besides, most systems have a similar flaw. If a GM wants you dead, you are.

dragonhunterq |

It's a game where success is not guaranteed. This is a game where it is the DMs job to put you up against things that can potentially kill your character. A bad save is a part of the game. It happens. A bunch of bad saves happens. Most DMs will be feeling bad about the TPK, he'll have put as much effort into preparing the game as you (and, let's be honest, more than most players - that is in my *cough* years of experience an unusual amount of work) to see it go down in flames is hard.
And the adventure path you appear to be running is notoriously tough in places. Before I'd be willing to convict the DM of vindictiveness I'd want to know a few things first, such as how many in the party? a party of 4 should be comfortably lvl3 if it's the encounter I think it is, If you have a lot more players it can be difficult to adjust encounters to compensate. What else has the DM done to convince you of vindictiveness?

AJAG |

@DaHofi
Yep, that is right, two contradictory rules for the same effect.
It seems odd to me that the tough guys in PF, the Fighters etc...are the ones with the worst saves vs. fear (being a WILL save).
However, the Clerics and others (with the good WILL saves) can usually manage their saves.
So, essentially, what we end up with, is a system where the brave warriors run and the weakling Wizards and Clerics hang around to fight!
Really?
I know that Fighters get this bonus:
Bravery (Ex): Starting at 2nd level, a fighter gains a +1
bonus on Will saves against fear. This bonus increases by
+1 for every four levels beyond 2nd.
So, as base saves a Fighter at 10th level has a base WILL save of +3 and the Bravery bonus of +3, for a total of +6 against a fear effect, whereas the guys with good saves have a +7 WILL save vs. fear, OK!?!?
This is not a major thing, but it does seem anomalous. Keep in mind the Paladin has good WILL saves but the poor Ranger at 10th level is saving vs. fear at a measly +3. Not good!
But in my experience, it is still the Fighters that usually end up running. That is not brave or heroic! I know it is just a mechanic of the game, but it does lead into some pretty farsical situations where the Wizard and Cleric are holding the line as the Fighters and Rogues run for their lives.
Still a great game, I just felt the need to point that out.

Kirth Gersen |
2 people marked this as a favorite. |

Sounds like the players and DM signed up for 2 different games. The DM evidently thought he was running RAW Pathfinder, in which the panicked condition actually does what it says it does, and in which unlucky TPKs --especially at low levels -- can occasionally happen. The players, on the other hand, apparently thought they were playing a Story Game, in which the effects of the panicked condition are negotiable, and in which PCs have "plot immunity" from death.
Neither game is better than the other, but the two aren't really compatible, so it pays to make sure everyone agrees as to which one you're playing.

OldSkoolRPG |

AJAG wrote:ya it was that place, he's been DMing for decades now though, he knew a TKP was coming, when we all got panicked at once he determined it took the group 3 rounds to reach the suspension bridge at the start of the dungeon and then he collapsed it once we got there so if the dogs didn't kill us the fall would have. After this event, I honestly am going to quit pathfinder, i put weeks of work into this character and because I failed one save he died in 3 rounds. I thought he was a good character, but with the saves or fail system in the game its so easy for a vindictive DM to just petrify a character or to disintegrate your character in one unlucky shot.What a nasty DM! I would have allowed you to shut that door.
Let me guess...Thistletop and Nualia's little Yeth friends?
I am with you "questions", the rules allow a DM to handwave anything, and IMO it makes sense that you would indeed try to shut that door, movies do not indicate how people behave in real life, anybody knows that! In this instance I would have let you try to close that door, maybe a Reflex DC 5 to 10 skill check??? (because there is that chance you freeze or fumble) and then moved on from there.
Sounds like the inexperienced DM is going to wear that TPK guilt for a while!? or not!Ever since 1st Ed. S4 "The lost caverns of Tsojcanth" when I had a party of 7, of which all but 1 failed their saves vs. a Gorgimera's Flesh to Stone breath weapon, I always try to allow for an escape route or some way of recovery, the dice can just be so cruel sometimes! I decided not to allow blind luck to rule my campaigns from then on. If and when I feel there is a chance of a TPK (unless the group do something dumb) I always plan an escape or recovery, or a Plan "B". TPK's can quickly ruin not only the fun, but a DM's reputation.
Mantra: Never let the rules or dice get in the way of telling the story.
Enjoy! and better luck next time! :)
How was your party only level 2 in the under levels of Thistletop? Sounds like possibly you have a larger than usual party dividing the XP and so you weren't all the right level for that portion.

questions |
It's a game where success is not guaranteed. This is a game where it is the DMs job to put you up against things that can potentially kill your character. A bad save is a part of the game. It happens. A bunch of bad saves happens. Most DMs will be feeling bad about the TPK, he'll have put as much effort into preparing the game as you (and, let's be honest, more than most players - that is in my *cough* years of experience an unusual amount of work) to see it go down in flames is hard.
And the adventure path you appear to be running is notoriously tough in places. Before I'd be willing to convict the DM of vindictiveness I'd want to know a few things first, such as how many in the party? a party of 4 should be comfortably lvl3 if it's the encounter I think it is, If you have a lot more players it can be difficult to adjust encounters to compensate. What else has the DM done to convince you of vindictiveness?
It was a party of 4 and i think we had leveled but he said we wouldn't level until we rested, but the goblins upstairs were practically push overs we plowed through them pretty easily so most of the group wanted to stay and have the stealthy members scout ahead and see if we needed to rest up for the encounters ahead. (Bad idea apparently)
I've played with the DM before on a few campaigns and he has always had a since of him vs the party, we fought a beholder once and he said before the fight that when we fight the beholder he was going to kill at least 2 party members (granted its a beholder, but who says that to the group they're DMing). when I've made characters in the past, i made them as tough as possible because if i don't he just flat out murders them. I made the character for this campaign as resilient as humanly possible and he seemed to take it personally when the enemies couldn't hit my guy, he said he was going to knock up the difficulty of the encounters which would hurt other members of the group so i should dumb down my character.
I also can't name the number of times he has had the bad wizard of the month use hit and run tactics with the dominate spell and members of our group.

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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.Of course, GM's can interperate this any way they want, but unless the Yeth was continually howling or you had Line-of-sight to them, I am thinking that your "vindictive DM" (your words not mine!) made sure that you couldn't close that door, otherwise you (being out of sight=yes, out of hearing range=maybe) could have tried to hold that door and then after the seven rounds of panic were over, act as you like.
My point is, that had you been able to close that door, the panicked effect would have effectively ended after a round, (assuming the Yeth was not still howling) you could then act as you like. I assume from this RAW that if it was a sight based fear effect, it would recommence as soon as you saw the source of that fear. However, being a sound (sonic) effect, unless it was continual, there is scope to say that the effect had worn off or dissipated.
Each DM to their own, but I try to make low level adventures fun but not deadly. Seems like the DM was having a bad day!@questions, don't give up on Pathy, it is a good system with some flaws, but I believe this TPK has more to do with the way your DM wanted that encounter to go, rather harsh, I feel! Sorry, just my opinion.
Now another thing, a 6 Intelligence creature is smart compaired to your average animal, but does this necessarily mean that they know how to open doors? I don't think that knowledge is innate to Yeth Hounds!? I know this didn't happen but you mentioned it, so just say'n! This is arbitted by your respective DM, I think...
Cats and dogs know how to open doors. A barred door would have blocked the yeth hound if he was unable to break through it, but a simple door with a handle can be opened by several animals, albeit probably it would require at least 1 round and some dex based check.
An animal with 6 intelligence will be capable to open it.- * -
The argument about the panic wearing off because the yeth hound isn't howling don't hold water. The panic rules don't work that way.
- * -
Put aside the above points, from questions report the problem is the GM, not the rule system. It seem that he was gunning for a TPK.
Problem GM are problem GM, regardless of the system.

darkwarriorkarg |
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1) you should not have been 2nd level going through Thistletop.
2) sounds like your dm signed on for a 1st edition game, while you signed om for pathfinder.
3) 2 yeth hounds are, what, CR 4 or 5?
4) you would not survive encountering the real threat.
5) your dm seems adversarial.
6) find another dm or run the game yourself

Kirth Gersen |
2 people marked this as a favorite. |

find another dm or run the game yourself
If you're looking for a softball game, this might be your best bet. On the other hand, panicked, scattered, and run down by yeth hounds sounds like a cool and memorable character death to me; I suspect that I'd enjoy this DM's game very much -- presumably my next PC would be luckier, have better party tactics, or preferrably both.

OldSkoolRPG |

1) you should not have been 2nd level going through Thistletop.
2) sounds like your dm signed on for a 1st edition game, while you signed om for pathfinder.
3) 2 yeth hounds are, what, CR 4 or 5?
4) you would not survive encountering the real threat.
5) your dm seems adversarial.
6) find another dm or run the game yourself
Actually reading this I am getting the impression the GM made the mistake of putting them on the slow or medium track for advancement. They should have been level 3 by the end of the Catacombs of Wrath.

darkwarriorkarg |
darkwarriorkarg wrote:find another dm or run the game yourselfIf you're looking for a softball game, this might be your best bet. On the other hand, panicked, scattered, and run down by yeth hounds sounds like a cool and memorable character death to me; I suspect that I'd enjoy this DM's game very much -- presumably my next PC would be luckier, have better party tactics, or preferrably both.
Party tactics don't help you when you're under levelled and have a 30% chance of an immediate TPK that is not due to stupidity. That ruins the fun for most people.

Kirth Gersen |

30% chance of an immediate TPK that is not due to stupidity. That ruins the fun for most people.
(Shrug) Maybe so. I'm not really one of them, though -- maybe it's my 1e background? Or, as houstonderek once said to me: "If my character can't die, I'm not really interested in playing."

AJAG |

@Diego Rossi,
Sorry, not to argue, just to point out that I said "innate to Yeth Hounds", now in essence I agree with you that animals can be trained to do more than just open doors, but that said, how many DM's will grant that innately or even at all to your Druids companion, a familiar or an Eidolon. Some DM's will and some will not. Unfortuantely it is not specifically covered in the rules to my knowledge, please feel free to correct me if I am wrong.
But, and this is just 'my' opinion, a savage Yeth Hound would fail at opening doors, intelligent as it is, and without any indication of such training in the RotRL AP, makes no mention of it.
Would Nualia train them to do that? Perhaps! Again, up to the DM.
However,
The argument about the panic wearing off because the yeth hound isn't howling don't hold water. The panic rules don't work that way.
Once they are out of sight (or hearing) of any source of danger, they can act as they want.
OK, that seems pretty clear to me, but I understand how and maybe why you feel the 'panicked' rules do not work that way, but the RAW is fairly clear about "once they are out of (hearing)".
So if the Yeth is not howling and the PC's cannot hear it, it would seem to imply the effect wears off, or more specifically, "they can act as they want".
Now, I agree in that if you are facing a Yeth Hound and are struck by this panicked effect, it would continue to affect you as long as the "Source" of that threat is present, however, a threat on the other side of a door does not to me in and of itself cause you to keep running IMO.
I understand if you wish to adjudicate it this way but I think it could be a little bit harsh, and I suspect most players would agree.
I conceed that many would not play it this way, but according to the RAW, it could and probably should be implemented like that.
This could use some clarification from the friendly staff at Paizo.
Sorry, Diego, again, I am not arguing with you, I would still however, prefer an official response on this before I took a hard line stance on that, or if you could please, show me where you derive your interpration of this Panicked effect from or a rules reference.
But honestly thank you for your opinion, as it will indeed help us flesh this out, and maybe get some clarification. I would be happy to hear from other GM's on their personal opinion of this RAW and how they interperate the Panicked rule.
Cheers :)

OldSkoolRPG |

@Diego Rossi,
But, and this is just 'my' opinion, a savage Yeth Hound would fail at opening doors, intelligent as it is, and without any indication of such training in the RotRL AP, makes no mention of it.
Would Nualia train them to do that? Perhaps! Again, up to the DM.However,
Diego Rossi wrote:The argument about the panic wearing off because the yeth hound isn't howling don't hold water. The panic rules don't work that way.Once they are out of sight (or hearing) of any source of danger, they can act as they want.
Nothing in the rules for the Panicked condition say it ends if you are out of sight or hearing of the source. It says you keep running away along a random path for as long as the condition persists. You don't even get to choose which way you go, you just run blindly and randomly in unreasoning fear. The actual presence or perception of the source is no longer relevant once you are panicked.
Panicked: 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.
Even if there were some allowance to overcome the condition if you couldn't see or hear the source that still doesn't mean that just because the hounds are not baying they are entirely silent. The snarling, growling and scratching at the door would be enough to make the panicked characters flee.

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.

OldSkoolRPG |
1 person marked this as a favorite. |

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.
I was just reading back up and noticed that DaHofi had pointed out that there are two entries for Panicked and that they conflict.
The one under the Fear header that you are quoting does say that. The one under the Conditions header does not.
Not sure which way is correct :-S

darkwarriorkarg |
darkwarriorkarg wrote:30% chance of an immediate TPK that is not due to stupidity. That ruins the fun for most people.(Shrug) Maybe so. I'm not really one of them, though -- maybe it's my 1e background? Or, as houstonderek once said to me: "If my character can't die, I'm not really interested in playing."
I'm from first ed myself. Modules back then had very little Rp. A rotating cast of adventurers dying horribly didn't break immersion (temple of elemental evil, egg of the phoenix). I knew Gms who had people prepare backup characters.
A few charracters dying? Ok. TPK? Intentionally set up that way? On a secondary encounter? Not cool.
I do not miss the expectation of a TPK for simply opening an untrapped door cautiously. If you like this, good for you. Obviously, it's not to the taste of the OP. So implying that it's an inferior playstyle is also not cool. Btw, softball can be plenty tough.