How many times has that phrase been said in gaming tables all over the world? Sure, you can create the greatest character ever, but without loot, usually in the form of magic items, you're really only ever about 2/3 of the way done. We long for that perfect magic item as much as we long for that perfect feat or spell our character will eventually get. In this preview for Pathfinder 2.0, we get a look at some iconic magic items and how they're changing in the new edition.
From the post:
Wayfinder. Bag of holding. Ring of the ram. Staff of power. Holy avenger.
The magic items you find during your adventures become a part of your story and let you do things beyond the techniques you've mastered and the spells you know. So how do these essentials of the game work in the Pathfinder Playtest?
Magic items are used in three major ways: by investing them, by activating them, or automatically. Invested items are ones you wear that you have to prepare as you don them, after which they work continuously. Activating items follows a system similar to that used for spells. Just as casting a spell requires you to spend actions to supply the somatic, verbal, and material components of the spell, activated items require you to use the Command Activation, Focus Activation, or Operate Activation action, or a combination of multiple actions. A potion requires you to spend an Operate Activation action to drink it. A necklace of fireballs requires you to spend 2 Operate Activation actions to unbind a bead and throw it. Activating a luck blade to reroll an attack just takes a mental nudge with a Focus Activation reaction (though you get to do that only once per day). Automatic activation happens with a small category of items that give their benefit whenever they're used for their normal purpose. A prime example is a sword with the frost property rune, which is always coated with frost and needs only hit a foe to deal extra cold damage.