These actions are special declared actions used to flee melee before anyone else can act. However, anyone, during their group initiative, can move away from a melee they are engaged in (with consequences, see Leaving Melee).
Fleeing Using Other Modes of Movement. Fleeing will usually work with non-standard modes of movement even if they are considered a major action. If not specified, innate abilities that allow movement (e.g. levitate, fly) cannot be used as part of a flee action unless already in effect. If previously in effect, the movement can be used as part of a fleeing action (per the GM).
Avoid Encounter. [flee] (declared; major, time spent moving)
Before combat begins, the entire group flees the encounter area.
The entire group must declare their it as their action before the first combat round.
No opponent can be in melee range with any individual of the group fleeing.
Movement cannot take any individual within melee range of any opponent.
Movement must be directly away (per the GM) from the encountered group.
Surprise. This action can be declared during the segment 1 of the surprise round. If the all opponents have the surprised condition, evasion is automatic and combat is avoided. Otherwise...
At the beginning of the first combat round, the entire group states their intent to flee. If the group wins HIGH initiative, they can flee and pursuers can use the rules for pursuit (see ADVENTURING, Pursuit). Any opponents that share HIGH initiative (due to Dexterity reaction adjustments) can attack using the declared missile attack as the fleeing group leaves. If any of the requirements are not met, fleeing is treated as normal movement during the round.
Fall Back. [flee] (declared; major, time spent moving)
You flee melee by backing out carefully, guarding against attacks. You must have begun the combat round in melee.
PROCEDURE
You declare the fall back maneuver and the target to guard against. This designates your combat facing (see Combat Facing).
If able to parry, you are considered parrying against the declared target during the round.
All opponents in melee are allowed to make free attacks subject to combat facing rules (i.e. Opponents in front of you attack your normal AC). Any rear attacks gain an additional +2 "fleeing" bonus to the attack roll (on top of the normal rear attack bonus).
You can move up to half of your normal movement rate away from melee. If parrying, this movement must be directly away from the declared target of the parry.
Opponents can reengage in melee as normal, subject to distance and speed (See Entering Melee).
Flee Melee. [flee] (declared; major, time spent moving)
You flee melee at the fastest rate possible. You must have begun the combat round in melee.
PROCEDURE
You declare your intent to turn and flee melee at you maximum speed.
All opponents in melee are allowed to make free attacks against your rear AC. Any rear attacks gain an additional +2 "fleeing" bonus to the attack roll (on top of the normal rear attack bonus; i.e. +4).
You can move up to your maximum speed for the round away from melee.
Opponents can reengage in melee as normal, subject to distance and speed (See Entering Melee).