Panicked: Difference between revisions

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| Severity = Strong
| Severity = Strong


| Effects = 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.
| Effects = You drop everything you are holding in your hands. You cannot pick these items back up while you remain panicked.
:* You may take no actions except for the Total Defense action, or the Run action as described in the 'Ended-By' section below.
:* This is a fear condition.


: This is a fear condition.
| Ended-By = You may take a [[Types_of_Movement#Run|Run action]] to move directly away from the creature which caused you to become Panicked.
 
::* If, at the end of any of your turns you are at least 100 feet (20 squares) away from the creature which caused you to become Panicked, the Panicked condition immediately ends.  This distance is measured as line of effect, going around walls, etc.
| Ended-By =
:* If not cleared, Panicked automatically ends at the end of the encounter.


| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}
| Strong=<onlyinclude>{{#ifeq:{{{transcludesection|Strong}}}

Revision as of 16:41, 8 October 2016


Condition Severity: Strong

Effects

  • You drop everything you are holding in your hands. You cannot pick these items back up while you remain panicked.
  • You may take no actions except for the Total Defense action, or the Run action as described in the 'Ended-By' section below.
  • This is a fear condition.

Ended By

If the ability, trap, or effect description includes specific directions for how the condition is ended, then that is the primary means of ending this condition. In many cases, it is the only way to end the condition. If nothing is specifically listed for ending the condition, then the following methods can be used to end it, instead:

  • You may take a Run action to move directly away from the creature which caused you to become Panicked.
  • If, at the end of any of your turns you are at least 100 feet (20 squares) away from the creature which caused you to become Panicked, the Panicked condition immediately ends. This distance is measured as line of effect, going around walls, etc.
  • If not cleared, Panicked automatically ends at the end of the encounter.

Array

AnxiousStartledPanicked