Panicked

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A panicked creature must drop anything it holds and flee at top speed from the source of its fear. 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 no available escape presents itself, the creature cowers, unable to perform any action.

Fleeing creatures takes a -2 penalty on all saving throws, skill checks, and ability checks while cowering ones take a -10 penalty.