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thenobledrake wrote:
Dilarus wrote:
So as I understand it, from combat starting (and assuming the party did not have weapons drawn already) it takes one interact action to draw the weapon, and another to wield it in two hands, plus a free release action to drop back to one-handed and thus not have the penalty?

You can draw a two-handed weapon with both hands, you don't have to spend an action after drawing to put your second hand on (table on page 273 for reference).

I also don't think that it's a net-gain for the character to drop their grip so they are only holding the weapon rather than wielding it and then spend an action to re-grip the weapon to wield it even though it avoids the clumsy 1 condition apply to their defenses...

and it may not be intended to be so easily avoided either, since the Titan Mauler ability makes a point of saying "You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon." It may have been an oversight to say "wielding" in that passage rather than "holding" since just holding the weapon isn't wielding and thus skips the penalties.

Thank you, I often get confused by this book since it's humongous, and I'd have expected all the tables and things with actions and weapons to be related to the combat section, where they're most likely to be needed. I'm going to have to read all 640 pages of this behemoth eventually, and it seems wrongfully assumed that in order to get playing with pregen characters I'd have to simply read the "playing the game" section.

Thank you very much for your help!


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thenobledrake wrote:
Page 562, in the paragraph labeled "Potions."

Ah, that's perfect thank you, I was looking under combat actions and not finding much! So provided you've readied the item by removing it from your pack and have it in one hand you can administer it as an Interact action to a willing creature within reach.

Much obliged for the help :)


Hi all,

Is it possible for a character to feed a potion to a dying or unconscious ally in order to give them hit points in combat? I'm assuming it's done through interact actions, readying the potion, feeding it to them etc. But I can't find an entry for this in the core rulebook.

How is this done, or is healing strictly magic and the Administer First Aid activity with healer's tools in combat?


Wheldrake wrote:

You can release a hand (going from 2H to 1H) as a free action. However, it costs an action to regrip a weapon (going from 1H to 2H).

I'm curious what weapon is imposing the clumsy condition on you. Is it an oversized weapon?

Hi, yes it's an oversized weapon, the relevant ability being Giant Instinct which allows a weapon from a creature 1 size larger I believe. This is the pregen Amiri character for use with the Torment and Legacy free introductory scenario.

So as I understand it, from combat starting (and assuming the party did not have weapons drawn already) it takes one interact action to draw the weapon, and another to wield it in two hands, plus a free release action to drop back to one-handed and thus not have the penalty?

This seems like a lot of actions to do things other games hand-wave away, not that I mind particularly, I'm just getting used to the pace and granular approach to combat that PF2 has.


Ah, it appears I missed a semicolon!

The weapon reads (Clumsy 1 while using; two hand 1d12) This makes things simpler, indicating that the weapon gives clumsy 1 whilst the bearer is using it regardless of whether it is being weilded with one or two hands.

My question therefore becomes, does the character using it decide whether they are using one or two hands at any point on their turn, or does it require an action to change from one to two -handed? Or is this simply just a restriction on using a shield or holding another item whilst two-handing?


Hi all, so I'm confused by the clumsy trait on one of my characters' weapons. It states that it is "clumsy 1 while using two hand d12" opposed to the 1d8 the player gets when swinging it one-handed. I get that a player may wield the weapon in one or two hands for added damage, but the clumsy part confuses me for a few reasons:

1. Does the player decide whether they're attacking one or two handed when they strike? Or must they perform some manipulation to ready the stance beforehand? If so, surely then an opponent can get an attack of opportunity?

2. Does attacking with the weapon two-handed impose the effect, (and if so how long does the clumsy condition last) or is clumsy imposed the whole time they hold it with two hands?

3. If the character attacks with two hands and then attacks a second time one-handed does clumsy disappear since they're no longer two-handing it?

I guess I'm confused about how long clumsy is supposed to last, and what the trigger is. I wouldn't have thought it'd take an action to put your second hand on your sword, but it seems to be that the game needs to know when the sword is wielded in one or two hands, and it should be tracked somehow.

Also tangentially related, do you play the heroes as needing to draw their weapons for an action at the beginning of combat (provided they hadn't already stated they were holding them before it began?)

Thanks guys for your help


Also for anyone else finding this p[ost, the rules on Pg 301 under "minion" state that the minion acts in combat on your turn :)

Also pg 214 states that animal companions have the "minion" trait, so that answers that.

Pg 301 also states that you can only use the command action once a turn I don't think this is mentioned elsewhere :/


Ah, I missed the box in ofMars' post. If that's the rule in the book I can work with that just fine. I'd assume the DM can control the animal and have it react in an appropriate fashion given its personality, and relationship with the owner.

Thanks for the help!


thenobledrake wrote:
Animal Companions keep themselves alive if not being commanded.

Do you have a ruling for this or is it just how you play?

@ofmars I like that interpretation. I don't mean to keep referencing D&D 5th, but an animal companion in that system uses its actions to protect its master, which seems to be the most logical response for a loyal animal. It is, as you say, up for the GM to decide then I guess.

@Penthau, ah that rings a bell! I found that rule, thank you very much!


ofMars wrote:

Yeah, it will provoke on account of being a ranged attack, even though it doesn't have the other tag. As for animal companions, they get 2 actions on their owners turn if the owner takes a "command an animal" action.

CRB pg 214 wrote:

An animal companion is a loyal comrade who follows

your orders without you needing to use Handle an Animal
on it. Your animal companion has the minion trait, and it
gains 2 actions during your turn if you use the Command
an Animal action to command it; this is in place of the
usual effects of Command an Animal.

Thanks for the answers! So what do animal companions do if their owner is downed? Do they just stand there and do nothing? It seems a little harsh, like it won't even try and defend its owner, or get out of danger itself :(


Hi all, just going through the rules and running a training combat and I couldn't find rules for a few things:

Do animal companions roll initiative and take their own turns like player characters? I couldn't find anything in the Animal Companion or Initiative sections, so I assumed they acted on the Druid's turn, and then only when the Druid commands it (as it's two actions for one it seemed balanced). But then the Druid went down and now I'm left wondering if I was wrong in my assumption, as the Druid can't take actions so the animal companion essentially sits there and does nothing.

Also since it came up, does a spell like Fire Ray cause an attack of opportunity? It doesn't have the manipulate trait, but since it has a range of 60ft I treated it as a "ranged attack" even thought it doesn't have the ranged keyword and assumed yes. Sorry for the beginner question, I've come here from 5e and it'd be called a "ranged spell attack" there, so includes the "ranged" keyword and thus would qualify. I'm still getting used to the wording of this system :p

Thank you for reading!


Can anyone else see this? The pdf doesn't display properly for me and crashes my browser :/


Darksyde wrote:
Page 19 and 20 of the 'demo adventure' available from Paizo is a good quick reference sheet. Until someone makes a smaller/prettier version it'd what I'd probly run off on some card stock and hand out.

Ah, I'm assuming you're referring to Torment and Legacy? I'm downloading it now, thank you for your help :)


I'm going to give combat a run-through by myself before running it for my players, but I can't find any handy print-outs with things like what actions are available to take on a character's turn. I'd like to have something like this readily available so people can plan their turns in advance and get a good feel for what they can do.

Are there any suppliments like this available?
Thanks for reading!