Panicked

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A panicked creature must either and flee at top speed or cower from the source of its fear. A panicked creature may use special abilities, including spells, to flee and must do so if that is their only means of escaping. The creature may also cower. Cowering characters are subsequently unable to perform any action until they pass a wisdom check or are assisted by an ally using a successful persuasion check.

Fleeing creatures take a -2 penalty on all skill and attribute checks. Cowering creatures take a -10 penalty.