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PF2e Remastered Adventuring Gear and Toolkits Guide
pathfinder 2e

PF2e Remastered Adventuring Gear and Toolkits Guide

19 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
  4. >PF2e Remastered Adventuring Gear and Toolkits Guide

The short answer

In Pathfinder 2e, buy and pack the tools that unlock your party's actual actions, then coordinate accessible kits, hands, Bulk, containers, and campaign-specific supplies before the expedition starts.

Introduction

Adventuring gear is where a PF2e character sheet becomes a functioning person in the world. The equipment hub covers weapons, armor, runes, magic items, consumables, and source-book equipment. This guide is about the quieter pieces: toolkits, formula books, spellbooks, services, containers, exploration gear, transport, and the stuff that decides whether skills actually work outside the white room. For rewards that need to fit party level and long-term item priorities, use Magic Items by Level alongside this guide.

On this page

  • Introduction
  • Rating Key
  • Short Version
  • Toolkit Rankings
  • Level 1 Priority Kit
  • Skill Tools
  • Medicine
  • Thievery
  • Crafting
  • Performance
  • Survival
  • Formula Books, Spellbooks, And Records
  • Formula Books
  • Spellbooks
  • Notes, Maps, And Evidence
  • Reclamation Expeditions And Lepidstadt Research
  • Services, Hirelings, Lodging, And Transport
  • Campaign Packing Lists
  • Dungeon Campaign
  • Wilderness Campaign
  • Pack for glare, not just cold or heat
  • Intrigue Campaign
  • War Campaign
  • Technology Campaign
  • Class Gear Pressure
  • Hand Economy And Bulk
  • GM Core Access And Treasure
  • Expanded Book Notes
  • Treasure Vault Remaster
  • Guns & Gears Remastered
  • Battlecry!
  • Common Mistakes
  • Mistake 1: Buying Tools After The First Failure
  • Mistake 2: Treating Services As Cheating
  • Mistake 3: Overbuying Niche Gear
  • Mistake 4: Ignoring The Party Kit
  • Mistake 5: Forgetting Mundane Gear At Higher Levels
  • Best Follow-Up Guides
  • Final Take

A Tengu tests a rope route while ratfolk and catfolk explorers pack tools and travel gear

Player Core gives the baseline gear and toolkit expectations. GM Core adds treasure pacing, item access, services, settlements, downtime, hazards, and reward structure. Player Core 2 adds more characters whose class loops care about tools, formulas, shields, mobility, social support, and investigation gear. Treasure Vault Remaster, Guns & Gears Remastered, and Battlecry! expand the item universe, but the core lesson stays the same: buy gear for problems your table actually presents.

Adventuring gear is not boring. It is the part of the game that exposes players who think "trained in a skill" means "ready for the scene."

Rating Key

PriorityMeaning
● CoreCore table gear. Most parties should care.
● StrongStrong when the campaign or build supports it.
● SituationalSituational, source-book dependent, or easy to overbuy.
● AvoidUsually poor as a default priority.

Short Version

Buy the tools that unlock your actual actions before buying cute extras. If you use Medicine, carry healer's tools. If you handle locks, devices, or traps, carry thieves' tools for Thievery. If you repair shields, Craft, identify alchemy, or chase formulas, support Crafting. If you expect wilderness pressure, support Survival. If social performance is part of the character, support Performance.

Then solve logistics: light, rope, containers, camping supplies, writing materials, maps, repair options, transportation, hirelings, access to services, and backup plans for common campaign problems.

The joke is that no one gets excited about rope until the third time the party fails a climb and blames the dice.

Toolkit Rankings

Toolkit Or Gear CategoryBest UsersWhy It Matters
● Healer's toolsMedicine users, low-magic parties, every serious groupTreat Wounds and Medicine support are some of the best repeatable recovery tools in the game.
● Thieves' toolsRogues, Investigators, Scouts, trap handlersLocks, devices, and trap-facing play often collapse without the right tool.
● Repair kitShield users, Crafting characters, Champions, GuardiansShields and damaged gear need maintenance, especially in defensive parties.
● Formula bookAlchemists, Crafters, Inventors, item-focused partiesFormulas turn treasure and downtime into expanded options.
● SpellbookWizards and spellbook-dependent buildsA spellbook is part of the character's daily preparation engine, not a diary with dramatic margins.
● Light sourcesAlmost everyoneDarkness is a real obstacle unless the party has senses, spells, or mundane light covered.
● Rope and climbing supportExplorers, wilderness groups, dungeon partiesBasic exploration gear keeps terrain from becoming a tax on the least athletic character.
● Containers and carrying gearEveryone carrying tools, treasure, ammo, or consumablesBulk gets easier when gear has an actual storage plan.
● Musical instrument or performance gearBards, Performers, social charactersPerformance scenes and Earn Income work better when the kit matches the character.
● Writing supplies, maps, and recordsInvestigators, Wizards, GMs, intrigue partiesNotes, evidence, formulas, letters, maps, and contracts are campaign leverage.
● Lodging, hirelings, and transportTravel campaigns, social campaigns, wealthy partiesServices become excellent when time, distance, settlement access, or reputation matters.
● Highly specific specialty toolsNiche builds, specific adventuresStrong when forecasted, wasted when bought because a list looked impressive.

Level 1 Priority Kit

Level 1 characters have limited coins, so the best purchases are the ones that stop common scenes from failing.

Party NeedRecommended GearWho Should Carry It
RecoveryHealer's toolsThe best Medicine character, plus a backup if possible.
Locks and devicesThieves' toolsThe Thievery specialist.
Shield and gear upkeepRepair kitThe Crafting user, shield user, or armor-heavy character.
DarknessLight source and spare light planAnyone without reliable darkvision or magical light.
Climbing and pitsRope and basic exploration gearThe character with enough carrying capacity to not hate life.
Carrying lootSacks, backpacks, containersEveryone, but especially Strength characters.
RecordsWriting suppliesWizard, Investigator, face, faction agent, or party treasurer.
Combat fallbackBackup weapon, ammunition, or consumableAnyone with a narrow primary attack plan.

If one player buys all of this and the rest buy dramatic hats, the party has not built a character group. It has built one competent adult and several witnesses.

Skill Tools

Medicine

Medicine is one of the most important skill investments in PF2e because it supports recovery, risk management, and long adventuring days. Healer's tools are the obvious purchase. The deeper question is who carries them, who has backup coverage, and whether the party is planning for time pressure.

Good Medicine gear habits:

  • Keep healer's tools accessible, not buried under loot.
  • Have a backup carrier when the primary healer is unavailable.
  • Pair Medicine with consumables from the consumables guide so the party has both repeatable recovery and emergency buttons.
  • In harsh campaigns, ask the GM early how disease, poison, fatigue, exploration time, and safe resting will be handled.

Thievery

Thievery is a gear skill first and a swagger skill second. If the party expects locks, devices, traps, restraints, sabotage, or infiltration, thieves' tools should be treated as core gear.

Thievery shines when paired with:

  • Rogue class support for precise skill play.
  • Investigator planning and clue-driven scenes.
  • Stealth, Deception, and Society for intrigue campaigns.
  • GM-side skill DC consistency so lock and hazard difficulty feels intentional.

If no one bought thieves' tools, the party did not merely forget. It made a content-access decision, so let that decision shape the adventure instead of treating it as a character-sheet typo.

Crafting

Crafting touches repair, formulas, alchemy identification, item work, downtime, and campaign logistics. A repair kit is especially important when the group uses shields heavily through Shield Block.

Crafting becomes more valuable when the campaign includes:

  • Shield users who need repair between fights.
  • Formula rewards and downtime projects.
  • Scarce settlement access.
  • Alchemical items, gadgets, firearms, or technology.
  • A GM who treats treasure as a living part of the campaign instead of a vending machine.

Performance

Performance needs table buy-in. If the campaign includes audiences, patrons, reputation, rituals, social pressure, public duels, or Earn Income scenes, performance gear can matter. If the campaign is only closed-door dungeon crawling, the instrument may be mostly identity.

Bard is the obvious class link, but Swashbucklers, Oracles, and social Rogues can also make performance gear feel useful.

Survival

Survival wants actual travel context. Wilderness gear is excellent when weather, food, navigation, shelter, tracking, and terrain matter. It is wasted when the campaign fast-forwards every journey.

Use Survival gear with:

  • Environment pressure from the GM side.
  • Mounts, vehicles, and transport in long-distance play.
  • Howl of the Wild campaigns focused on animal, wilderness, and nature-facing options.
  • Containers and Bulk planning from the Bulk guide.

Formula Books, Spellbooks, And Records

PF2e books are not just props. They are option engines.

Formula Books

Formula books matter for characters who Craft, prepare alchemical items, or use item-based problem solving. They are especially important for Alchemist, but Inventors, Investigators, and Crafting-heavy parties also care.

Good formula rewards:

  • Expand the party's answer set without handing out raw power immediately.
  • Tell players what threats or campaign themes are coming.
  • Give downtime a practical target.
  • Make faction, guild, mentor, or settlement access meaningful.

The GM Core angle is important: treasure does not have to be only coins and weapons. Formulas, access, training, and services can be rewards if the campaign makes them actionable.

Spellbooks

Spellbooks are central for Wizards and relevant for any build that relies on written arcane preparation. They need protection, copying opportunities, and campaign respect. If the table tracks danger to possessions, be consistent. If the table does not want book-loss drama, say that in session zero and move on.

Spellbook-friendly links:

  • Wizard
  • Witch
  • Arcane Spell Guide
  • Staves And Wands

Notes, Maps, And Evidence

Writing supplies, documents, maps, sketches, ledgers, and records matter more in campaigns with investigation or politics. Society, Diplomacy, Deception, and GM social encounters all benefit when information has a physical form.

This is also where a GM can make low-cost gear feel powerful. A copied charter, a map annotation, or a signed letter can do more than another generic trinket.

Reclamation Expeditions And Lepidstadt Research

Lost Omens: Rival Academies gives this guide two useful reminders. The Academy of the Reclamation frames travel as recovery work in the Sarkoris Scar, where a party needs a route, a carrying plan, light, medical coverage, and a way to protect what it finds. The University of Lepidstadt turns research into equipment pressure: a toolkit can be the thing that lets a medical specialist use their training rather than an item bought for flavor.

DecisionPack Or ArrangeWhy It Matters
Recover an object or sample from a dangerous routeMaps, light, rope, containers, and a shared Bulk planThe expedition succeeds only if the party can reach the site, protect the find, and get it home.
Build around the Lepidstadt SurgeonHealer's tools kept accessible, plus a free-hand planSeveral surgeon options require the toolkit. The lore archetypes guide covers the archetype's campaign fit; this page covers the kit discipline it demands.
Ask an unusually important Lore questionDr. Ushernacht's Astonishing Ink and access to its linked engineThis uncommon ink is a five-question research consumable, takes 10 minutes per question, and stops working if its associated engine fails. It is strongest for a bounded, objective question, not advice during an encounter.
Need a Stasian device for an immediate problemA specific option from the gadgets guideLepidstadt's distinct devices are consumables with tactical jobs. Choose one for the next known obstacle rather than treating this travel kit as a gadget catalog.

The One-Hour Flower and Spiced Demonade from the Reclamation exhibit, as well as Astonishing Ink's full consumable role, belong in the consumables guide. Keep this page focused on the practical question: who carries the right kit, when is it ready, and what access does the expedition need before it leaves town?

Hot Take: Dr. Ushernacht's Astonishing Ink is better treated as a GM-delivered research privilege than a routine purchase. A working engine can answer a serious Lore question, but the 10-minute activation, engine dependency, and failed-check risk make it a preparation tool, not a panic button.

Services, Hirelings, Lodging, And Transport

Services are easy to ignore because they do not sit in the inventory like a shiny weapon. That is a mistake in campaigns where time, distance, reputation, or settlement access matters.

Service CategoryBest Campaign Use
● Lodging and lifestyleSocial campaigns, downtime arcs, reputation, safety, recovery.
● TransportationWilderness, city travel, naval play, war campaigns, long-distance missions.
● Hirelings and specialistsResearch, labor, scouting, translation, repair, crafting, and local knowledge.
● Spellcasting servicesUseful when the campaign allows access, but can flatten problems if treated as always available.
● Crafting and repair servicesItem-heavy parties, shield users, firearms, gadgets, and downtime campaigns.
● Faction accessLost Omens, guild, temple, military, or political campaigns.

GM Core supports the idea that settlements, rewards, and access should shape play. A tiny settlement should not feel like a universal online store. A major city, guild hall, temple, or military camp can offer different gear without requiring a lore lecture every time someone wants a rope.

Campaign Packing Lists

Dungeon Campaign

Bring light, rope, thieves' tools, healer's tools, repair kit, containers, backup weapons, ammunition, consumables, and a way to identify or handle strange gear. Dungeon campaigns punish parties that forget the basics and then call it "old-school charm."

Best links:

  • Thievery
  • Medicine
  • Consumables
  • Bulk And Carrying Capacity

Wilderness Campaign

Bring travel supplies, survival gear, weather answers, climbing support, containers, navigation tools, animal or mount planning, and repair options. If the GM uses weather, terrain, disease, poison, food, or distance, this gear stops exploration from becoming a sequence of sad Constitution checks.

Pack for glare, not just cold or heat

An arctic snowfield or desert route can turn reflected sunlight into its own travel problem. When the GM has established that glare matters, sun goggles are a sensible specialized addition to the terrain kit. They are not a default purchase and they do not solve every sight-based threat; they answer one known route condition.

Use the Survival guide to decide who handles route-finding, shelter, water, and broader heat or cold preparation. Check the Environment guide with the GM to understand how visibility, weather, and terrain will pressure the party before treating eye protection as required gear.

Best links:

  • Survival
  • Environment
  • Howl Of The Wild

Intrigue Campaign

Bring clothing appropriate to the scene, writing supplies, disguises if supported, documents, forgery tools if allowed, social proof, gifts, bribe money, subtle magic, and escape tools. Intrigue gear should support Diplomacy, Deception, Society, and Performance.

Best links:

  • Social Encounters
  • Society
  • Factions

War Campaign

Bring repair support, banners or battlefield equipment if using Battlecry!, transport plans, medical logistics, signal tools, siege support, ammunition, defensive gear, and morale-facing rewards. War play makes equipment communal. The question is not just "what do I own?" It is "what does the unit need?"

Best links:

  • Battlecry
  • Banners And Whetstones
  • Siege Weapons And Battle Vehicles

Technology Campaign

Bring repair tools, ammunition planning, formulas, gadgets, firearms support, containers, and a GM agreement about access. Guns & Gears Remastered works best when technology has a place in the setting instead of appearing randomly because someone found a cool table.

Best links:

  • Firearms
  • Gadgets
  • Technology In Campaigns

Class Gear Pressure

ClassGear PressurePractical Advice
AlchemistFormula book, alchemist tools, consumables, carrying capacityFormulas are part of the class's actual option economy. Treat them as priority rewards and purchases.
ChampionArmor, shield, repair, holy symbol or deity-facing gearThe shield and repair loop matters if the character blocks regularly.
ClericHealer's tools, religious gear, scrolls, staff or wand supportDivine magic does not replace mundane Medicine and logistics. It supports them.
GunslingerFirearms, ammunition, cleaning and repair logic, reload supportA firearm build without access and maintenance planning is just a dramatic noise complaint.
InventorCrafting kit, repair tools, gadgets, technology accessThe class loves equipment, but the GM needs to define campaign tech access clearly.
InvestigatorTools, records, social gear, consumables, specialty kitsInvestigators turn preparation into action. Gear should make clues actionable.
RogueThieves' tools, stealth support, finesse or agile weapons, backupsThe toolkit is often as important as the weapon.
WizardSpellbook, writing supplies, scrolls, staff, wand, defensive itemsProtect the book, expand the book, and use item magic to stretch slots.
WitchFamiliar logistics, spell items, occult or tradition supportThe Witch can look low-gear until the table remembers scrolls, wands, and utility items exist.

Hand Economy And Bulk

PF2e gear has two quiet constraints: hands and Bulk. Both matter more than new players expect.

Hand economy questions:

  • Can you hold a weapon and shield while using the item?
  • Do you need a free hand for a toolkit, potion, scroll, wand, firearm reload, or Athletics maneuver?
  • Are you relying on a torch while also holding two other things?
  • Does the item need to be drawn in combat, or can it be prepared before danger starts?

Bulk questions:

  • Is the strong character carrying shared tools, or is everyone overloaded equally for no reason?
  • Are containers doing real work?
  • Can the party haul treasure out without abandoning supplies?
  • Do firearms, shields, armor, toolkits, and consumables push someone into encumbrance?

"I have it somewhere" is not an action plan. Decide what is accessible before the encounter, then let the rest stay packed.

GM Core Access And Treasure

GM Core treasure guidance matters for mundane gear because access is a reward lever. A formula, specialist, repair shop, temple service, guild contact, mount, wagon, map, or safe lodging can change the party's options without adding a bigger sword.

Good GM uses for adventuring gear:

  • Put formulas and tool access in treasure when a player invested in Crafting or alchemy.
  • Reward shield-heavy parties with repair opportunities and sturdy defensive options.
  • Let settlements have personality through what services they provide.
  • Use scarcity to create choices, not to shut down obvious character concepts.
  • Give mundane answers before punishing the party for lacking them.

If the party needs a rare service, make it a scene: a favor, a price, a faction contact, a downtime project, or a lead into the next adventure. That is better than saying "no" and watching everyone stare at their sheets.

Expanded Book Notes

Treasure Vault Remaster

Treasure Vault makes gear more interesting by expanding item categories, alchemy, Crafting support, and treasure texture. For this guide, the important lesson is not "buy everything." It is "use the wider item list to reward specific play." A formula for the Alchemist, a useful toolkit upgrade, or a weird consumable for the Investigator can be better than generic coin.

Guns & Gears Remastered

Guns & Gears makes maintenance, ammunition, reload, technology access, and Crafting support more visible. Firearms and gadgets should come with campaign clarity: where can characters buy them, repair them, learn formulas, and get ammunition?

Battlecry!

Battlecry pushes equipment toward battlefield logistics. Banners, whetstones, siege gear, vehicles, and war support are best when the campaign has objectives bigger than one room. The more the table uses formations, travel, morale, and fortifications, the more mundane gear matters.

Common Mistakes

Mistake 1: Buying Tools After The First Failure

If you wait until after the trapped door, disease outbreak, broken shield, or locked gate to buy the kit, the lesson was expensive. Buy for the job your character claims to do.

Mistake 2: Treating Services As Cheating

Hiring help, paying for lodging, getting transport, or finding a specialist is not cheating. It is how worlds function. GM Core supports rewards and access as part of campaign play.

Mistake 3: Overbuying Niche Gear

Prepared is good. Dragging a garage sale through every dungeon is not. Buy likely answers, then adjust after the campaign shows its pattern.

Mistake 4: Ignoring The Party Kit

Not every character needs every tool. The party should coordinate healer's tools, thieves' tools, repair kit, light, rope, formulas, and carrying capacity. Four duplicate kits and zero rope is technically a choice.

Mistake 5: Forgetting Mundane Gear At Higher Levels

Magic does not make logistics vanish. Higher-level characters still need light answers, repair access, transport, records, tools, and ways to carry the loot they keep insisting is important.

Best Follow-Up Guides

  • PF2e Equipment Guide: the hub for every equipment article.
  • Bulk And Carrying Capacity: the gear plan's reality check.
  • Consumables: emergency answers and fight-specific tools.
  • Alchemical Items: formulas, bombs, elixirs, poisons, and prepared utility.
  • Shields And Shield Block: repair and defensive gear pressure.
  • Staves And Wands: caster item logistics.
  • Crafting: formulas, repair, item work, and downtime.
  • Medicine: healer's tools and recovery planning.
  • Thievery: thieves' tools, devices, locks, and trap play.
  • GM Treasure By Level: how rewards should support party needs.

Final Take

Adventuring gear is the difference between "my character concept is good" and "my character concept brought the necessary supplies." PF2e rewards the second one.

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