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Pathfinder 2e Remastered Equipment Guide
pathfinder 2e

Pathfinder 2e Remastered Equipment Guide

12 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Pathfinder 2e
  3. >Equipment

The short answer

In Pathfinder 2e, buy fundamental weapon and armor upgrades first, then choose tools, consumables, and magic items that fit your build's actions, hands, Bulk, and recurring problems.

Introduction

Equipment is the quiet half of Pathfinder 2e character advancement. Your class tells you what you are trying to do. Your combat plan, skills, and spells tell you how you intend to do it. Your gear decides whether that plan actually functions at the table.

On this page

  • Introduction
  • Rating Key
  • Equipment Guide Map
  • Equipment Priorities
  • Level Band Shopping
  • Levels 1-4: Functionality
  • Levels 5-10: Math And Identity
  • Levels 11-16: Answers
  • Levels 17-20: Campaign-Defining Rewards
  • Class Equipment Pairings
  • Source Book Dials
  • GM Treasure Advice
  • Common Equipment Mistakes
  • Mistake 1: Buying Damage While Ignoring Actions
  • Mistake 2: Forgetting Hands
  • Mistake 3: Hoarding Consumables
  • Mistake 4: Treating Bulk As Punishment Instead Of Planning
  • Mistake 5: Giving Treasure Randomly Forever
  • Best Follow-Up Guides
  • Final Hot Take

A dwarf armorer fits a breastplate while adventurers choose a shield, tools, and travel gear

Player Core gives the baseline equipment rules: weapons, armor, shields, adventuring gear, services, Bulk, item use, hands, toolkits, and formulas. GM Core adds treasure pacing, item levels, magic item expectations, runes, materials, scrolls, potions, talismans, staves, wands, apex items, and reward structure. Player Core 2 adds classes that stress gear in different ways, especially Alchemist, Champion, Monk, Barbarian, Swashbuckler, Investigator, Oracle, and Witch.

Expanded books add campaign dials. Treasure Vault Remaster deepens almost every equipment lane. Guns & Gears Remastered adds firearms, gadgets, and technology. Battlecry! adds battlefield gear, banners, whetstones, siege play, and war logistics. War of Immortals adds mythic and storied reward pressure.

Hot take: PF2e equipment is not a shopping minigame. It is character build infrastructure with prices attached.

Rating Key

RatingMeaning
●Core priority. Most tables should care early.
●Strong and common, but depends on build or campaign.
●Situational, source-book dependent, or table-style dependent.
●Usually a trap when treated as a default purchase.

Equipment Guide Map

GuideBest ReadersWhat It Solves
Weapons ●Martials, gishes, GMsDamage dice, hands, groups, reload, build fit, backup weapons.
Weapon Traits ●Every weapon userAgile, reach, finesse, trip, shove, parry, thrown, reload, and tactical identity.
Armor ●Everyone with ACDexterity caps, check penalties, Strength, Speed, armor runes, and armor category fit.
Shields And Shield Block ●Champion, Guardian, Fighter, ClericRaise a Shield, Shield Block, hardness, HP, Broken Threshold, and upgrade timing.
Runes ●Every combat characterWeapon potency, striking, armor potency, resilient, property runes, and transfer.
Magic Items By Level ●Players and GMsWhat upgrades matter by tier and why item level protects balance.
Consumables ●EveryonePotions, oils, scrolls, talismans, ammunition, and fight-specific answers.
Alchemical Items ●Alchemist, Investigator, Crafting buildsBombs, elixirs, mutagens, poisons, tools, formulas, and weakness targeting.
Adventuring Gear And Toolkits ●Skill characters, explorers, GMsToolkits, formulas, spellbooks, services, exploration equipment, and table friction.
Bulk And Carrying Capacity ●Strength builds, gear-heavy partiesEncumbrance, containers, treasure hauling, and avoiding inventory nonsense.
Ranged Weapons ●Rangers, Fighters, Rogues, backup weapon usersRange increments, reload, ammunition, thrown weapons, and map control.
Staves And Wands ●Casters, archetype castersDaily spell economy, utility access, wand risk, and staff planning.
Worn And Invested Items ●Everyone past early levelsInvestment limits, apex items, passive gear, and slot pressure.
Firearms ●Gunslinger, Inventor, technology campaignsReload pressure, fatal crits, ammunition, access, and campaign tone.
Gadgets ●Inventor, Crafting builds, tech campaignsTechnology consumables, action costs, and one-use problem solving.
Combination Weapons ●Gunslinger, Inventor, hybrid weapon fansMelee-ranged mode switching, hand economy, traits, and runes.
Banners And Whetstones ●Commander, Guardian, war campaignsBattlecry battlefield identity, temporary weapon pressure, and war treasure.
Siege Weapons And Battle Vehicles ●GMs, Battlecry tablesFort assaults, crews, vehicles, battlefield objectives, and scene design.

Equipment Priorities

PriorityBuy Or UpgradeWhy It Comes First
1Fundamental attack and defense mathPF2e encounter math assumes characters keep pace with expected bonuses and defenses.
2The tools your character sheet says you useMedicine, Thievery, Crafting, Performance, spellbooks, formula books, and toolkits need physical support.
3Backup damage plansRange, melee, thrown weapons, material or damage type answers, bombs, and scrolls prevent hard counters.
4Consumables for repeated problemsHealing, poison, disease, flight, invisibility, darkness, underwater scenes, locks, and resistances recur.
5Worn and invested itemsPassive or frequent-use value beats a cute item that activates once a campaign.
6Source-book specialty gearFirearms, gadgets, siege gear, banners, mythic items, and faction gear need campaign permission and tone fit.

The practical order is simple: first keep the character functional, then make the character flexible, then make the character stylish.

Level Band Shopping

Levels 1-4: Functionality

Early gear should answer "can my character do the thing?" Buy appropriate weapons, armor, shields if relevant, toolkits, a healing plan, a ranged or melee backup, and basic exploration gear. This is also where hand economy becomes real. A sword, shield, potion, torch, scroll, and toolkit do not all politely fit in two hands.

Good early reads:

  • Weapons
  • Armor
  • Adventuring Gear And Toolkits
  • Consumables
  • Bulk And Carrying Capacity

Levels 5-10: Math And Identity

This is where gear gaps become obvious. Weapon potency, striking, armor potency, resilient protection, better shields, skill items, formulas, staves, wands, and useful worn items start changing outcomes. Player Core 2 classes also become more gear-specific here: Alchemist wants formulas and item access, Champion wants defensive upgrades, Monk wants mobility-friendly support, and Swashbuckler wants skill and mobility gear.

Good middle-tier reads:

  • Runes
  • Magic Items By Level
  • Shields And Shield Block
  • Alchemical Items
  • Staves And Wands

Levels 11-16: Answers

At this tier, the party should start buying answers, not just numbers. Flight, resistance, condition removal, higher-rank scrolls, specialty ammunition, stronger staves, property runes, apex planning, high-value worn items, and campaign-specific materials matter more. If the party still cannot handle flying enemies, invisible enemies, poison, disease, darkness, or long-range pressure, the gear plan is lagging.

Good high-tier reads:

  • Worn And Invested Items
  • Ranged Weapons
  • Staves And Wands
  • Treasure Vault Remaster
  • Automatic Bonus Progression

Levels 17-20: Campaign-Defining Rewards

Late equipment should reflect what the campaign has become. Apex items, rare materials, major magic items, relic-style rewards, mythic gear, artifacts, custom rewards, and high-level consumables should support the party's story and math. This is where GM Core reward pacing and table identity matter most.

Good late-tier reads:

  • Magic Items By Level
  • Worn And Invested Items
  • Mythic
  • War Of Immortals
  • GM Treasure By Level

Class Equipment Pairings

ClassFirst Equipment QuestionsBest Links
AlchemistDo you have the right formulas, damage types, and item access?Alchemical Items, Consumables, Crafting
BarbarianIs your weapon plan worth the risk and Bulk?Weapons, Weapon Traits, Bulk
ChampionAre armor, shield, and reactions working together?Armor, Shields, Reactions
CommanderDoes gear support allies and battlefield roles?Banners And Whetstones, Skirmish Warfare
FighterDoes the weapon trait package match the tactic?Weapon Traits, Runes, Strike Actions
GuardianCan your defensive gear survive focused pressure?Armor, Shields, Battlecry
GunslingerIs reload economy planned before combat starts?Firearms, Ranged Weapons, Guns & Gears
InventorDoes technology gear support the innovation instead of distracting from it?Gadgets, Combination Weapons, Crafting
InvestigatorDo skills, tools, and consumables turn information into action?Adventuring Gear, Consumables, Skills
MonkDoes gear preserve mobility and unarmed scaling?Runes, Worn Items, Movement
RangerDoes the kit support both target pressure and exploration?Ranged Weapons, Weapons, Survival
RogueDo tools, finesse weapons, and stealth gear support off-guard plans?Weapon Traits, Thievery, Stealth
SwashbucklerDoes gear support panache setup and mobility?Weapon Traits, Acrobatics, Deception
Wizard, Witch, SorcererAre staff, wand, scroll, and defensive item choices extending spell slots?Staves And Wands, Consumables, Spell Guides

Source Book Dials

BookWhat It Adds To EquipmentUse It When
Player CoreBaseline weapons, armor, shields, gear, tools, Bulk, item use, and formulasEvery table.
Player Core 2Class pressure for Alchemist, Champion, Monk, Barbarian, Investigator, Oracle, Swashbuckler, Witch, and moreYou are building or supporting those classes.
GM CoreTreasure pacing, item levels, runes, magic items, materials, consumables, staves, wands, apex items, and rewardsEvery GM and most players.
Treasure Vault RemasterDeeper item lists, alchemy, runes, weapons, armor, caster items, Crafting support, relics, cursed items, and treasure toolsThe table wants more equipment depth.
Guns & Gears RemasteredFirearms, gadgets, technology, combination weapons, ammunition, vehicles, siege engines, and access questionsThe campaign supports technology or firearm fantasy.
Battlecry!Banners, whetstones, siege play, battlefield rewards, war gear, and tactical campaign equipmentThe campaign includes warfare or formation play.
War of ImmortalsMythic equipment, storied rewards, artifacts, mythic runes, and divine-scale item pressureThe campaign uses mythic rules or epic escalation.
Lost Omens materialFaction items, access-gated rewards, wayfinders, order gear, and setting identityThe campaign cares about organizations and Golarion ties.

Use source books as switches, not obligations. A low-tech wilderness campaign does not need every firearm and gadget. A war campaign probably does need siege, banners, transport, and logistics.

GM Treasure Advice

GM Core treasure guidance works because it separates expected math from personality. The party needs enough core progression to keep encounter math fair. Then the GM can add flavor, weird utility, faction rewards, special materials, scrolls, formulas, consumables, and story items.

Good treasure answers three questions:

QuestionWhy It Matters
Is anyone behind expected attack or defense math?If yes, combat difficulty is quietly being warped.
Does the treasure support how the party actually plays?A brilliant staff does little for a party with no caster who wants it.
Does the item suggest future problems?Consumables and utility gear are more likely to be used when players see why they matter.

If the table uses Automatic Bonus Progression, the math burden shifts away from fundamental runes. That lets treasure lean harder into utility, story, consumables, rare materials, and interesting tools. If the table uses standard treasure, missing fundamental upgrades are not charming scarcity. They are a balance issue.

Common Equipment Mistakes

Mistake 1: Buying Damage While Ignoring Actions

A reload weapon, shield, potion, stance, command action, scroll, and movement plan cannot all fit in one turn. The three-action economy is part of every equipment choice.

Mistake 2: Forgetting Hands

Two hands disappear fast. Weapon, shield, torch, wand, potion, toolkit, bomb, scroll, firearm, and door handle all ask the same rude question: "what are you holding?"

Mistake 3: Hoarding Consumables

Consumables are for hard encounters. A potion that prevents a death spiral, a scroll that solves a hazard, or a bomb that triggers weakness is not wasted. It did the job.

Mistake 4: Treating Bulk As Punishment Instead Of Planning

Bulk is not there to make inventory miserable. It is there to make heavy kits, treasure hauling, armor, shields, toolboxes, firearms, and dungeon logistics real enough to matter.

Mistake 5: Giving Treasure Randomly Forever

Random treasure can be fun, but a full campaign needs reward curation. If the Fighter never sees weapon support and the Wizard gets nothing but melee weapons, the problem is not randomness. It is negligence wearing a funny hat.

Best Follow-Up Guides

  • Weapons: start here for martial gear.
  • Weapon Traits: the real tactical weapon guide.
  • Armor: AC, Speed, Strength, and defensive scaling.
  • Shields And Shield Block: the best defensive gear lesson in PF2e.
  • Runes: the math backbone.
  • Magic Items By Level: tier-by-tier item priorities.
  • Consumables: buy answers before you need them.
  • Alchemical Items: bombs, elixirs, poisons, and prepared problem solving.
  • Staves And Wands: caster item economy.
  • GM Treasure By Level: reward pacing from the GM side.

Final Hot Take

PF2e gear is best when it makes your turn easier to execute, not when it makes your inventory look impressive. The best item is often the one that keeps your build from wasting actions.

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