Help interpreting very poorly written glossary definitions


Rules Questions


I am trying to figure out exactly what actions a frightened, panicked, and cowering creature is supposed to take. It is proving difficult.

Under the fear section of the glossary,

Glossary wrote:

Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).

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.

And the glossary definitions of frightened, panicked, and cowering

Glossary wrote:

Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

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.

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).

Here's some scenarios.

I am facing a creature in an open field. It is armed with a longsword. It has no transportation abilities. If I make it frightened or panicked, it must use the run action, and drop its sword if panicked. Simple enough.

Same scenario except creature has a transportation ability and is unable to move. If frightened or panicked, it must use said ability and drop sword if panicked.

Here's where it gets confusing.

1. If a creature has teleport, can it teleport when frightened/panicked or must it run? Is teleporting only for when it can't run?

2. The frightened entry in the fear section says that if the fear source presents itself again while the creature is still frightened, it must flee again. It does not say this for panicked. Is it implied to be the same for panicked?

3. Similarly, the cowering condition makes no mention of dropping weapons, but a panicked creature does this. Does cowering imply that they drop weapons?

4. The cowering description says a creature can take no actions. If a creature gains the cowering condition from having been panicked, can it use total defense as the panicked entry describes? Can a creature use total defense if it gained the cowering condition from a different source?


1) it can teleport; if panicked it will do so as a preference to running, because it'll get further away.

2) panicked is a more extreme state of fear, so yes.

3) cowering happens if they can't flee, so they'll already have dropped everything

4) you're right that that's a bit contradictory. I'm inclined to lean towards saying total defence is OK, as they're crouched and covering all their vital bits, but you could argue that not being able to take any actions stops total defence being an option.


1. I agree that fleeing "at top speed" and "as quickly as it can" most likely means that they would be required to teleport if able, but I could see someone reading that as only applicable when running isn't an option.

2. So if text from frightened is implied to occur in panicked even though it isn't mentioned, would the same be true for panicked and cowering? (#3?)

3. But there are several ways to make a creature cower without it ever having been panicked.

4. It is clearly a mistake on their part, RAW it would mean total defense is an option specifically when a creature cowers while panicked and unable to flee, but not when cowering for other reasons. Right?


regarding 4) using total defense makes no sense when cowering. A cowering character loses his dexterity bonus to AC which means he also loses all dodge bonuses to AC. Total defense gives you a dodge bonus.


What do you think about 2 and 3? Should a cowering creature drop its weapon (as with panicked)? Should a panicked creature flee again if the fear source reappears (as with frightened)?


Smite Neutral wrote:
What do you think about 2 and 3? Should a cowering creature drop its weapon (as with panicked)? Should a panicked creature flee again if the fear source reappears (as with frightened)?

If the cowering happens because of the panicked and cannot flee condition then all the negative effects of panicked should also apply. I am not sure if there is some rare ability that makes you cowering without being panicked, so if this exists i need to look at it further.

Since panicked is a stronger form of frightened i think it should also continue fleeing if it perceives the source of its fear again.


That is my line of thinking as well regarding #2. Even though it isn't mentioned it seems like thats just what would happen anyway since the fear condition duration is still ongoing.

There are a few ways to cause cowering. There's an inquisitor spell that gives them a save against it every round, the skill unlock for intimidate with sufficient ranks, or using disheartening display on the same creature multiple times in one round. I assume in cases like these they wouldn't drop their weapon, even if the devs wouldve intended them to, as the cowering description alone makes no mention of dropping anything held.

This is how I'm gonna run it, but if anybody has any different interpretations feel free to necro the thread or private message me.


Smite Neutral wrote:
Glossary wrote:
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.

2. The frightened entry in the fear section says that if the fear source presents itself again while the creature is still frightened, it must flee again. It does not say this for panicked. Is it implied to be the same for panicked?

Presumably, the original source of the fear effect is still a source of danger from the perspective of the panicked creature, so yes, it must resume fleeing (if the fear effect has not expired).

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