Difference between revisions of "Panicked"

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(Created page with "A panicked creature must drop anything it holds and flee at top speed from the source of its fear. A fleeing panicked creature can use special abilities, including spells, to...")
 
 
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A panicked creature must drop anything it holds and flee at top speed from the source of its fear. A fleeing 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 no available escape presents itself, the creature cowers, unable to perform any action. <br /><br />
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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. <br /><br />
Fleeing creatures takes a -2 penalty on all saving throws, skill checks, and ability checks while cowering ones take a -10 penalty.
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Fleeing creatures take a -2 penalty on all [[skills|skill]] and [[attributes|attribute]] checks. Cowering creatures take a -10 penalty.

Latest revision as of 06:00, 29 October 2017

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.