
Coulibaly |
I'm going to start GMing a Extinction Curse and one of my players asked about Chirurgeon. If you have an elixir on your person would be it be 1 interact action to draw the potion, 1 interaction action to give the potion and 1 interact action for them to drink it? Or, could you use an interact action to draw a potion and then use a free release action to give it to them? Could the interact action be to feed them the potion?
If you had a familiar could they 1 action stride to the person and 1 action interact to feed them the potion?
I just want to make sure we know how the action economy for elixirs works and other potions works.
I looked for a similar post and found things involving the bandolier, but nothing in general. If another post explains this well, point me there would work as well.

Lightning Raven |

The bandolier will only help with the action economy because otherwise you would need an action to remove your backpack to spend another action to retrieve the potion, then you would use another action to give it to someone else.
With the bandolier you take one action and the potion is already available for you to use or give it to someone else, as you described. This prospect is not exactly a wonder for a chirurgeon, but that doesn't mean that he can't just craft all the items preemptively and give out to the party so that they only need to expend their two actions to draw the potion from their bandoliers and drink them.
Since you're the one GM, you can simply rule it as one action to pick up the potion and one to "apply" to a adjacent ally regardless if the ally is downed. It's basically just extending the existent rules for giving potions for felled allies to functioning ones. I don't think it would be all that powerful, but that's just me.

Siro |
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It is a bit buried, but on page 562, you can only feed a potion to a creature in reach and is willing, or is so helpless they can’t resist (an interact action on the potion givers part.). So, as long as the ally is willing, the Alchemist should be good.
This makes the Familiar a bit more useful to the Alchemist as the can spend one action to command the familiar to draw a potion (Familiar’s 1st action) and feed it to him (Familiar’s 2nd action), instead of having to spend 2 actions himself. Just remember, ‘Interact’ as the ‘Manipulate’ trait, meaning the Familiar needs to have suitable appendages in order to use that action (ie. make sure it has the ‘Manual Dexterity’ Familiar ability. )

Lightning Raven |

It is a bit buried, but on page 562, you can only feed a potion to a creature in reach and is willing, or is so helpless they can’t resist (an interact action on the potion givers part.). So, as long as the ally is willing, the Alchemist should be good.
This makes the Familiar a bit more useful to the Alchemist as the can spend one action to command the familiar to draw a potion (Familiar’s 1st action) and feed it to him (Familiar’s 2nd action), instead of having to spend 2 actions himself. Just remember, ‘Interact’ as the ‘Manipulate’ trait, meaning the Familiar needs to have suitable appendages in order to use that action (ie. make sure it has the ‘Manual Dexterity’ Familiar ability. )
Awesome, good to know that there is no need for homebrew.

Vlorax |

It is a bit buried, but on page 562, you can only feed a potion to a creature in reach and is willing, or is so helpless they can’t resist (an interact action on the potion givers part.). So, as long as the ally is willing, the Alchemist should be good.
This makes the Familiar a bit more useful to the Alchemist as the can spend one action to command the familiar to draw a potion (Familiar’s 1st action) and feed it to him (Familiar’s 2nd action), instead of having to spend 2 actions himself. Just remember, ‘Interact’ as the ‘Manipulate’ trait, meaning the Familiar needs to have suitable appendages in order to use that action (ie. make sure it has the ‘Manual Dexterity’ Familiar ability. )
This is what the Churgeon in my game does as well. After his prep he gives the familiar 2 potions to hold in each hand, then in combat he'll just use an action to have it run over to somebody and heal them.

Wheldrake |

But... can your familiar actually carry two potions? What's its carrying capacity? It's based on STR, so what's its STR score?
We don't know. Familiars have no statistics yet. Anything you have your familiar carry is by DM fiat. There are no rules to support them being able to carry stuff.

Squiggit |
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So what's your argument Wheldrake? That familiars can't hold items? That when a familiar brews a potion with the Lab Assistant skill they instantly drop it?
That's definitely not supported by the rules.
Yeah, if the GM wants to keep your familiar from doing anything, they can. The GM can rule rocks fall on your familiar and they instantly die, if they want.

Vlorax |

But... can your familiar actually carry two potions? What's its carrying capacity? It's based on STR, so what's its STR score?
We don't know. Familiars have no statistics yet. Anything you have your familiar carry is by DM fiat. There are no rules to support them being able to carry stuff.
Turns out I'm the GM and I don't need official rulings to run common sense things in game, imagine that.
I've ruled that Manual Dexterity which lets them
"use up to two of its limbs as if they were hands to use manipulate actions."
Also lets those hands hold things, it might break the game though we'll have to see.

Siro |
Keep in mind, a Familiar size is ‘Tiny’ meaning a potion to them is about 1 bulk worth. As a DM, I would not think holding two potions would be pushing the limit of what they can hold/carry, but a bandolier of potions strapped on to them would probably be to much. Again, seems to be a grey area without defined stats, both DM and players just need to be reasonable when playing in such areas.