Is Cowering the same as Panicked?


Rules Questions


I see that Cowering is its own status condition but what category is it in relation to effects involving fear? I assume it is treated the same as the Panicked condition or no?

And also, the description of Panicked states if you cannot flee you cower and make no attacks, typically using Total Defense.

But Cowering specifically says you cannot take any actions at all. Sounds like a contradictory.


Cowering

The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses his Dexterity bonus (if any).

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.


Unrelated, apparently.


Panicked and Cowering are two different things, but they are related.

If you are Panicked and unable to flee, then you become Cowering (you also remain Panicked).

The "can take no actions" does seem contradictory to "typically using the total defense action." I'd go with "Uses the total defense action, but can take no other actions. Unless the character ceases to be cornered, in which case they are no longer Cowering, so they can act within the normal limitation for panicked creatures"


Avoron wrote:

Panicked and Cowering are two different things, but they are related.

If you are Panicked and unable to flee, then you become Cowering (you also remain Panicked).

The "can take no actions" does seem contradictory to "typically using the total defense action." I'd go with "Uses the total defense action, but can take no other actions. Unless the character ceases to be cornered, in which case they are no longer Cowering, so they can act within the normal limitation for panicked creatures"

Ah, there you go, if panicked and unable to flee, you Cower.

You remain Panicked in the sense that you don't LOSE the condition, so if it has a duration it still takes time to wear off, you are just being forced to Cower if you can't run.

If a path opens up, you go back to being Panicked and can take off, leaving a trail of liquid fear behind you.


And I think if you're Cowering you'd still take the -2 to saving throws, skill checks, and ability checks for being panicked, as well as the -2 to AC for Cowering.


I would agree.

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