Nature Check passed! (Math in IC Thread) Ozo can attack Non-Lethally
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So now we're in your first real Combat.
For those unfamiliar with PF 2E, instead of the Standard Action / Move Action mechanics of PF 1E, instead you get 3 Actions every Round, that can be used for any valid reason. I recommend studying Pages 470-473 of the PF 2E Core Rulebook.
For the purposes of Movement this time, it's somewhat irrelevant are you're in the Stands with your assailants. But you could try to move for Flanking (-2 AC to enemy).
- Note that Attacks of Opportunity work the same way as in PF 1E (moving through / out of threatened space), BUT not everyone can actually perform an AOO. Fighters get it at Level 1 (no one else does, at least not until later in their progression).
- 5' Steps are now the 'Step' Action (uses 1 Action), so you could theoretically spend your entire turn making 3 Steps Actions if you wanted to.
- Move is now 'Stride', and works the same as 1E.
Multiple Attacks are now available to everyone, rather than having to Level Up to get your Extra Attacks. They are now renamed to be 'Strikes'. So your 1st Strike is at Full, 2nd at -5 (-4 if Agile weapon), and 3rd at -10 (-8 if Agile weapon). That's it. You could Strike 3 times in your Round. Or Strike/Step/Strike. Or any other combination, your choice.
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'Command An Animal' is a Nature-based Skill Check, and normally gives a 1:1 Action economy. So you use 1 Action to Command your Horse to Stride, and it will Stride for 1 Action. Or spend 3 Actions to Command it to Stride/Strike/Strike, or whatever.
HOWEVER, for Animal Companions they have the 'Minion' Trait, so instead it is a 1:2 Action economy.
- Minion (Trait): Minions are creatures that directly serve another creature. A creature with this trait can use ONLY 2 Actions per turn and can't use reactions. Your Minion acts on your turn in combat, once per turn, when you spend an Action to issue it commands. For an Animal Companion, you 'Command an Animal'; a for a Minion that's a spell or magic item effect, link a summoned Minion, you 'Sustain a Spell' or 'Sustain an Activation'; if not otherwise specified, you issue a verbal command, a single Action with the auditory and concentrate Traits. If given no commands, Minions use no Actions except to defend themselves or escape obvious harm. If left unattended for long enough, typically 1 minute, mindless Minions usually don't act, animals follow their instincts, and sapient Minions act how they please.
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So, start of Combat, declare your Actions!