Magus Coeruleus
Explorer
Hi folks,
I was making a little "Fear States" index card to remind myself of the effects of being shaken, frightened, panicked, and of cowering, and came across a contradiction in the books. Under Cowering it says that you can take no actions. But under the description of Panicked, if a panicked creature cannot flee, it cowers and "typically uses the total defense action in combat." Also, it says that you can take no actions when panicked other than to flee. Now, total defense action is (as the name implies) an action. It's in the table of standard actions in the PHB, for instance. So it would seem that you either cannot use total defense when cowering after all, or that it should say that you can take no actions except total defense. I don't see how the two rules can apply at the same time. Are there an erratum that deals with this, or some way of reconciling these rules that I just can't see, or what are people's opinions on the right way to deal with this? Thanks!
For reference:
I was making a little "Fear States" index card to remind myself of the effects of being shaken, frightened, panicked, and of cowering, and came across a contradiction in the books. Under Cowering it says that you can take no actions. But under the description of Panicked, if a panicked creature cannot flee, it cowers and "typically uses the total defense action in combat." Also, it says that you can take no actions when panicked other than to flee. Now, total defense action is (as the name implies) an action. It's in the table of standard actions in the PHB, for instance. So it would seem that you either cannot use total defense when cowering after all, or that it should say that you can take no actions except total defense. I don't see how the two rules can apply at the same time. Are there an erratum that deals with this, or some way of reconciling these rules that I just can't see, or what are people's opinions on the right way to deal with this? Thanks!
For reference:
Cowering (PHB/DMG/SRD): The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses her Dexterity bonus (if any).
Panicked (SRD under fear section): Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.
Panicked (PHB/DMG and SRD under general glossary): 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 attck, 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.
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