twelve forever key

By admin

Mealtime Magic Maya Mealtime is a special moment for Maya. It is a time when she gathers with her family, friends, or even enjoys a meal alone. Maya believes that mealtime is not only about eating but also about the magic that happens around the table. For Maya, mealtime is an opportunity to connect with her loved ones. She enjoys engaging in conversations and hearing about her family and friends' day. It is a time when they can bond and spend quality time together.


Anyway, thankfully PF2 has avoided those esoteric must-have items like in PF1 that all PCs (kinda) must acquire, yet a rookie wouldn't know about.

So getting that as a free action instead frees up another general purpose action that you can use for whatever else you want during that first round of combat. Example, breathe underwater in an emergency, except that s so situational, those answers depend on both the campaign and what your party members can cover.

Endless run magic stone 2e

It is a time when they can bond and spend quality time together. Maya believes that the magic of mealtime lies in the connections it creates. Another aspect of the magic of mealtime for Maya is the food itself.

How do you know what magical items (worn, etc) are good?

I have noticed a distinct lack of itemization explained in guides, and I often find myself ignoring magical items, but I suppose they are meant to be part of a character's budget. Right now I am playing 2 parallel characters in Pathfinder Society 2E. 1 is a Swashbucklers, 1 is a Sorcerer.

I imagine I may or may not need, at 3rd level, 1 or 2 skill boost items like one which boosts my Acrobatics on the Swashbuckler and Intimidate on my Sorcerer. Is there room for 2? I'd like to be good at diplomacy on my Swashbuckler too.

What about other stuff? Weapon runes for a martial at some point I'm sure. Aeon Stones? I don't know. I don't know what's good, what's good for what class, I've read through many, but how much money am I expected to have? How many magic items at what level?

On my Sorcerer I'd eventually like some scrolls, maybe wands, at least 1 or 2 staves I think, maybe just 1. Boots and Cloak of Elvenkind seem amazing, and the set bonus items seem cool overall.

I just have no idea what's good or how much I ought to have or anything. Maybe because there's so many options. Maybe it's like "Martials get 1 +1 to hit rune at level 3 and 1 skill bonus item and that's it" and Casters get 1 skill items boost and a flex item like that white pearl of healing aeon stone.

1 person marked this as a favorite.

The items that you'll certainly buy on each and every character (but not at the same levels):
- Weapon Potency, Striking and Property Runes (if you use a weapon).
- Armor Potency and Resilient Runes.
- Boots of Bounding.
- Googles of Night.
- Apex Item.

These are the only items you absolutely need as the bonuses are just too important to pass.
Otherwise, you can buy a bit of whatever you want. Skill items are common but unless you use them in combat you can pass. Having a Staff is nice for a caster (you can only have one). Scrolls and Alchemical Items are useful if you have hard time finishing the adventuring days. But nothing is really as important as the list I gave (or very character dependent).

2 people marked this as a favorite.

I'd add flight to that list of required items too. Flight tattoo or cloak of the bat being the main ones. I'd also say a thievery skill item is required if your gm uses traps at all. Ditto for religion/occult/arcane if your gm likes haunts or magic hazards. The DCs on those tend to be pretty high relative to their level.

For staves, the only ones I see are divination (for true strike) and illusion (for illusory object).

Longstrider (2nd) wands and see invisibility (5th) wands also pop up fairly often.

For skill items, mostly diplomacy for one for all and bon mot, performance for bard stuff, athletics if your weapon doesn't cover it.

There are also a couple like the spellhearts that give electric arc (for casters that don't get it natively) or the doorknob (auto-blind on crit), and the helmet that gives +1 AC vs evil creatures that are easy pickups. The mutagen choker that can apply a mutagen on combat start also has its uses (mostly energy mutagens for damage or drakehearts for final surge openers). Ranged builds want bola shot ammo and the occasional elemental ammo. Double slice martials want the alchemical item that lets them add some bomb damage.

That last group is from TV and probably don't show up in older guides.

Mostly though, you can just follow SuperBidi's list and add skill items or some of what I listed as desired. Very few items particularly matter in pf2e so mostly you'll be selling everything you come across to purchase the important stuff on curve or ahead of it if you can manage it.

5 people marked this as a favorite.

I think a good think to look at is what you would get if you used Automatic Bonus Progression rules.

That shows you exactly what things are considered "essential" or "absolutely required". Although you might have to do a little work to find the item that supports the skill boosts, perception boost. Then there are a few items that are so good that they're hard to pass up, such as Boots of Bounding for the speed bonus. Googles of Night is another one, though it is a perception item its more critical function is providing Darkvision for ancestries that don't naturally have it.

Generally speaking for every skill (and also for perception) if you go to the Archives of Nethy's you can go to the skills page (athletics for example) and find a list of items that enhance that skill.

But as far as a list of all items and what are "stand outs". I don't know that one has been made. And now there are thousands of items which makes it a bit hard to comb through.

gesalt wrote:

I'd add flight to that list of required items too. Flight tattoo or cloak of the bat being the main ones. I'd also say a thievery skill item is required if your gm uses traps at all. Ditto for religion/occult/arcane if your gm likes haunts or magic hazards. The DCs on those tend to be pretty high relative to their level.

For staves, the only ones I see are divination (for true strike) and illusion (for illusory object).

Longstrider (2nd) wands and see invisibility (5th) wands also pop up fairly often.

For skill items, mostly diplomacy for one for all and bon mot, performance for bard stuff, athletics if your weapon doesn't cover it.

There are also a couple like the spellhearts that give electric arc (for casters that don't get it natively) or the doorknob (auto-blind on crit), and the helmet that gives +1 AC vs evil creatures that are easy pickups. The mutagen choker that can apply a mutagen on combat start also has its uses (mostly energy mutagens for damage or drakehearts for final surge openers). Ranged builds want bola shot ammo and the occasional elemental ammo. Double slice martials want the alchemical item that lets them add some bomb damage.

That last group is from TV and probably don't show up in older guides.

Mostly though, you can just follow SuperBidi's list and add skill items or some of what I listed as desired. Very few items particularly matter in pf2e so mostly you'll be selling everything you come across to purchase the important stuff on curve or ahead of it if you can manage it.

Between the two of you I quite like my lists. Since it's PF2E Society both my characters also get a free Wayfinder with a free Light Cantrip that just works, although also both of my characters have innate Darkvision, so Light isn't an issue for me, I just think it's nice to the humans and such.

That said, I haven't yet gotten to play my Swashbuckler, but I imagine I'd need the Acrobatics and Diplomacy buff in combat because they'll be used, a lot.

Since you already have darkvision, skip the goggles and grab the eye slash tattoo from treasure vault. Same perception bonus, but cheaper and comes online a level earlier. Also doesn't take the eyepiece slot and acts as a hands-free spyglass (but only x4 instead of x8).

2 people marked this as a favorite.

I can tell you some items that I found interesting for a specific character I was making. For clarity, the character was a sprite (fey) fighter with a corgi mount.

Blightbloom Posy - Spellheart affixed to armor for speak with flowers (as speak with plants)
Decanter of endless water
Deteriorating Dust - great for subtly damaging something in public view. Could be good for infiltration.
Fear Gem - increases effect of Intimidating Strike
Fury Cocktail - some strong melee attack bonuses (but it's an item bonus so doesn't stack with runes) but the real benefit is letting me grow in size as the Titanic Yuzu version juice version.
Hat of Disguise
Healer's Gloves
Horn of Fog - especially good with blindsight feat or cat's eye elixir. Similar effect to mistform elixir.
Jar of shifting sands
Predictable silver piece
Sleeves of Storage
Snapleaf
Barding of the Zephyr - I thought there was another item that got animal companions/familiars flight but this is the only one I've found

In this 2e, in my opinion, anything meant to provide action saving is excellent.

To make some examples:

- potion of quickness
- gloves of storing
- indestructible shield
- rune of speed
- scroll of haste
- snapleaf
- staff of divination
- boots of speed
- Healer's gloves
- etc.

For combatants, weapon potency/striking runes and extra damage ones ( sonic, force and electric), and then potency/resilient armor runes.

For spellcasters, scrolls are the best deal, since they don't need anything else ( apart from, eventually, potency/resilient armor runes, bonus skill items and staves/wands).

HumbleGamer wrote:
In this 2e, in my opinion, anything meant to provide action saving is excellent.

Yes. Most characters end up being action starved. Some classes worse than others. But rarely does anyone end their turn without wishing they had an extra action or two.

I would also add that items that give 'add your level even if untrained' are pretty good. They can open up options for the character that otherwise wouldn't be available. They are often very niche use, like the Hat of Disguise. If you need to disguise yourself and are not trained in Deception, the hat is going to be better than the Ventriloquist's Ring by a large margin.

4 people marked this as a favorite.
HumbleGamer wrote:

In this 2e, in my opinion, anything meant to provide action saving is excellent.

To make some examples:

- potion of quickness
- gloves of storing
- indestructible shield
- rune of speed
- scroll of haste
- snapleaf
- staff of divination
- boots of speed
- Healer's gloves
- etc.

For combatants, weapon potency/striking runes and extra damage ones ( sonic, force and electric), and then potency/resilient armor runes.

For spellcasters, scrolls are the best deal, since they don't need anything else ( apart from, eventually, potency/resilient armor runes, bonus skill items and staves/wands).

I just want to say, Haste isn't the end all be all it use to be. Since the extra action can only be used for a basic stride(step) or strike and not other actions it's not as attractive as it used to be. So potion of quickness, rune of speed, and scroll of haste are more situational than they use to be. Not to say they're bad, but I'm probably not going to invest in trying to make sure I always have access to haste.

1 person marked this as a favorite.

Like Claxon says: The issue with these items is that they cost you actions to get you actions. And very often the actions they cost you are very valuable ones (primary actions during the first round) compared to those gained (4th actions that are limited in use). You can end up with "less" actions by using a Scroll of Haste than if you hadn't used it. And if you don't have a round to prebuff, it will be the most common outcome for a lot of characters.

In my experience, even spellcasters away from the combat could benefit from an extra stride ( positioning, avoid lesser cover provided by creatures, and so on).

Having a small spellcaster with an independent mount by lvl 4 is simply awesome.

A caster won't probably end up not benefitting from the quickened condition, unless a 2 round encounter, which is definitely, definitely, rare.

Melee characters would be all in for an extra stride or strike, being able to properly fit skills like feint or intimidate, or actions like raise shield.

The only real downside is that consumables are both costy and available during mid game ( especially potions of quickness).

In addition to this, some players are not comfortable with consumables, preferring to stack golds in order to buy permanent stuff (but this is a well known "issue" even in terms of boardgames and video games).

All of this leaving apart classes which starve for actions ( like the magus, shield users, non reach characters, etc. ) .

HumbleGamer wrote:

A caster won't probably end up not benefitting from the quickened condition, unless a 2 round encounter, which is definitely, definitely, rare.

They will definitely benefit from it, but will also lose from it (2 actions). The net result is a loss. They'd have been better off not casting Haste at all.

HumbleGamer wrote:
In this 2e, in my opinion, anything meant to provide action saving is excellent.

The Gloves of Storing are great though. Because drawing your weapon is an action that you were probably going to use anyway at the start of battle. So getting that as a free action instead frees up another general purpose action that you can use for whatever else you want during that first round of combat.

And that is the intent of the guidance here. The high number of Haste producing items in the example list is a bit beside the point.

SuperBidi wrote: HumbleGamer wrote:

A caster won't probably end up not benefitting from the quickened condition, unless a 2 round encounter, which is definitely, definitely, rare.

They will definitely benefit from it, but will also lose from it (2 actions). The net result is a loss. They'd have been better off not casting Haste at all.

Unfortunately, similar situations do not exist in normal games.

Also, it is kinda weird hearing this from you, given the fact iirc you play allowing precast before combat.

So this shouldn't be an issue at all in your games too ( in mine, until now, I couldn't find a combat that last less than 4/5 rounds. So no issues at all ).

breithauptclan wrote: HumbleGamer wrote:
In this 2e, in my opinion, anything meant to provide action saving is excellent.

The Gloves of Storing are great though. Because drawing your weapon is an action that you were probably going to use anyway at the start of battle. So getting that as a free action instead frees up another general purpose action that you can use for whatever else you want during that first round of combat.

And that is the intent of the guidance here. The high number of Haste producing items in the example list is a bit beside the point.

Gloves of storing ( I mentioned them in my list ) are excellent regardless what you use them for ( healing potion, weapon, true strike scroll, any other item ).

In my opinion, one of the strongest item in the game.

On my last boss fight I was able to:

Potion of quickness + contingency improved invis + fiery body.
Action management is really strong ( even in terms of feats/spells with free actions, extra reactions, lowering the required actions to perform an activity, etc. )

SuperBidi wrote: HumbleGamer wrote:

A caster won't probably end up not benefitting from the quickened condition, unless a 2 round encounter, which is definitely, definitely, rare.

They will definitely benefit from it, but will also lose from it (2 actions). The net result is a loss. They'd have been better off not casting Haste at all.

Yes, Haste has, thankfully, become situational.

It's wonderful to move and place those 3-action battlefield control spells (or Whirlwind Strike) in the perfect spot, yet did you just lose a round casting another spell/drinking/not attacking to make that happen? Or in this battle was it indeed worth it or necessary due to danger?
Yet as is often the case with buffs, maybe it'd have been better coming from somebody else so that the results hit sooner.
---

As for the OP, the answer to the question would be whatever magic items let you do what you do better. That's the easy half, as the other half is to be able to do what you'll need to be able to do, but can't. Example, breathe underwater in an emergency, except that's so situational, those answers depend on both the campaign and what your party members can cover. In PFS, a lot of that can be solved w/ the free allotment at the beginning of scenarios.

So for basics, like surviving violence and hitting back, as mentioned you should keep in line with the ABP/default items progression, including in your primary skills, like if you're the Diplomacy or Thievery specialist. That's so you can tackle at-level obstacles. Then, being as it's PFS, there can often be under-level obstacles there for narrative sake where the party's meant to bypass easily, yet if nobody can do it, it hurts. For these you might get the +1 item about when a specialist might get a +2 (and that +1 costs a trivial amount). Consumables can cover this okay too, and is where those "free item-X for a day" or "surprise item/spell from your resources" abilities can shine.
Then for tertiary or esoteric activities, a consumable becomes fine, often many levels below yourself as at-level is just too expensive.
(And one can see the utility of an Alchemist in all this, though prepared full casters can master this too.)

I appreciate in PF2 that other than the raw numbers from weapons, armor, & Apex items, there are no must-have items, though there are must-solve problems, i.e. darkness, mobility (eventual flight), haunts & traps, locks, social/RP obstacles, and eventually getting item/status/circumstance bonuses & extra actions as high as possible. Yet there are so many paths to those solutions, with IMO it better coming from the PC than their gear. Plus there are build problems which specific items might solve (i.e. Doubling Rings), so become "must-have" in that sense. And I think all casters should have a Staff, but which one will vary a lot.

Anyway, thankfully PF2 has avoided those esoteric must-have items like in PF1 that all PCs (kinda) must acquire, yet a rookie wouldn't know about.

Twelve forever key

She believes that food has the power to bring joy and comfort. Maya loves experimenting with different recipes and flavors, finding new ways to tantalize her taste buds. She enjoys the process of preparing a meal and the satisfaction of seeing her loved ones enjoy her culinary creations. Maya also appreciates the cultural significance of mealtime. It is a time when she can showcase her heritage and traditions through food. She believes that sharing meals with people from different backgrounds can be an enriching experience, as it allows for a deeper understanding of various cultures. Moreover, mealtime serves as a break from the hustle and bustle of daily life for Maya. It is a moment to pause, relax, and savor the present moment. Maya believes in the power of mindfulness during mealtime, focusing on each bite and being grateful for the nourishment she receives. In conclusion, Maya views mealtime as a magical experience. It is a time for connection, joy, cultural appreciation, and mindfulness. She believes that mealtime holds a unique power to bring people together and create lasting memories. For Maya, the magic of mealtime is something she cherishes and looks forward to every day..

Reviews for "twelve forever key"


Warning: foreach() argument must be of type array|object, string given in /home/default/EN-magic-CATALOG2/data/templates/templ04.txt on line 198

twelve forever key

twelve forever key

We recommend