Introduction
Banners and whetstones are not the biggest pieces of PF2e equipment, but they are useful because they make two important ideas visible: battlefield identity and martial preparation. Banners tell the table who is organized, who is rallying, what faction is present, and what objective matters. Whetstones give weapon users a reason to prepare before combat the way casters, Alchemists, and scroll users already do.

Use this guide with Battlecry!, Commander, Guardian, Champion, Fighter, equipment, consumables, weapons, runes, treasure by level, and war campaigns.
Hot take: banners and whetstones are great when the campaign has tactics, scouting, factions, and visible objectives. They are very easy to make boring if the GM treats every battle like a flat room full of anonymous violence.
Rating Key
| Rating | Meaning |
|---|---|
| ● | Core for the right campaign or build. |
| ● | Strong when the scene supports it. |
| ● | Situational, table-style dependent, or easy to overbuy. |
| ● | Usually weak as a default priority. |
Short Version
Banners are best when they do one of five jobs: mark command, show faction identity, create a rally point, define an objective, or carry story authority. Whetstones are best when they do one job: reward a martial character for preparing for the fight the party expects.
Neither category should replace basic equipment progression. Keep weapon runes, armor, shields, Bulk planning, and level-appropriate treasure on track first. Then use Battlecry equipment to add battlefield texture.
Banner Rankings
| Banner Use | Best Table Use |
|---|---|
| Command signal ● | Makes unit tactics, Commander orders, and battlefield leadership visible in the fiction. |
| Objective marker ● | Gives players something to defend, capture, move, raise, hide, burn, or recover. |
| Faction identity ● | Shows who controls a fort, battlefield, caravan, unit, temple, ship, or town. |
| Morale anchor ● | Helps describe fear, rout, rallying, discipline, reputation, and public confidence. |
| Treasure reward ● | Rewards authority, command, faction access, or military rank instead of only coins. |
| Decorative banner with no table effect ● | A prop that never changes decisions is just vertical laundry. |
Whetstone Rankings
| Whetstone Or Martial Consumable Use | Best Table Use |
|---|---|
| Known weakness preparation ● | Rewards Recall Knowledge, scouting, research, and mission briefings. |
| Martial consumable spotlight ● | Gives weapon users a preparation resource beside scrolls, elixirs, bombs, and talismans. |
| War supply ● | Makes quartermasters, captured stores, and unit logistics matter. |
| Treasure pacing tool ● | Adds useful one-use rewards without permanently altering the math. |
| Blind pre-fight guessing ● | Can work, but feels bad if the party has no information. |
| Hoarded forever ● | The classic consumable tragedy: great item, zero impact, pristine inventory. |
Banners
Banners are strongest when they communicate something the players can act on. A banner can say "this unit is organized," "that officer matters," "the fort has not fallen," "the army is losing morale," or "if you take that hill, the whole battle changes."
Good banner jobs:
- Mark the Commander or command post.
- Show who controls territory in a war campaign.
- Create an objective in skirmish warfare.
- Make morale and rout easier to describe.
- Tie treasure to faction status, military authority, or public reputation.
- Give Bards, Champions, Guardians, and faction characters a visible symbol to rally around.
Bad banner jobs:
- Existing only because a book has banners in it.
- Being mechanically relevant but invisible in the story.
- Being story-important but never changing the encounter.
- Giving a bonus that nobody remembers because the object has no table presence.
Hot take: if the players would make the same decisions whether the banner exists or not, the banner is set dressing. That is fine for scenery, bad for a guide-worthy equipment choice.
Banners As Objectives
The easiest way to make a banner matter is to make it an objective instead of a passive item.
| Objective | Why It Works |
|---|---|
| Capture the standard | Gives mobile characters a reason to cross the field. |
| Defend the rally point | Makes defensive classes and shield users feel valuable. |
| Raise the banner on the wall | Turns victory into a visible action instead of only a damage total. |
| Hide or smuggle the banner | Makes intrigue, stealth, and faction play matter. |
| Recover a fallen company's banner | Turns loot into memory, grief, and reputation. |
| Break the enemy signal | Lets players disrupt command instead of only reducing HP. |
This pairs well with movement actions, reactions, flanking and positioning, Athletics, Stealth, and Diplomacy.
Whetstones And Martial Preparation
Whetstones belong in the same mental family as oils, ammunition, talismans, scrolls, elixirs, and bombs: small resources that reward preparation. The important difference is audience. Whetstones give weapon users a pre-fight decision that feels more martial than magical.
Whetstones are best when the party knows something before the fight:
- A scout found tracks.
- A patron described the threat.
- Recall Knowledge identified a weakness or resistance.
- The enemy faction has a known armor style.
- A previous encounter showed what damage types matter.
- The GM gave a mission briefing instead of throwing everyone directly into initiative.
They are weakest when every fight is a surprise and all damage choices are blind. In that campaign, martial consumables become lottery tickets with better branding.
Whetstones Compared To Other Consumables
| Consumable Type | Best User | Main Job |
|---|---|---|
| Whetstones | Weapon users | Pre-fight martial preparation and damage adjustment. |
| Alchemical items | Alchemists, prepared parties | Damage types, healing, senses, movement, poisons, and utility. |
| Consumables | Everyone | One-use answers to hard problems. |
| Ranged ammunition | Archers, Gunslingers, Rangers | Specialized ranged answers without changing the main build. |
| Staves and wands | Casters | Daily utility and spell economy. |
| Runes | Weapon and armor users | Long-term math and property scaling. |
The real comparison is not "whetstone or rune?" A rune is long-term infrastructure. A whetstone is a tactical response. If the party is missing fundamental weapon upgrades, buy the rune first.
Best Class Fits
| Class And Fit | Notes |
|---|---|
| Commander - banner ●; whetstone ● | Banners fit the class fantasy and battlefield identity cleanly. |
| Guardian - banner ●; whetstone ● | Defensive objectives and rally points support the class role. |
| Champion - banner ●; whetstone ● | Standards, vows, shields, and holy or faction identity fit well. |
| Fighter - banner ●; whetstone ● | Fighters love martial preparation when the weapon plan is already strong. |
| Ranger - banner ●; whetstone ● | Scouting and known target pressure make whetstones better. |
| Rogue - banner ●; whetstone ● | Works best when the Rogue gets target information before the fight. |
| Swashbuckler - banner ●; whetstone ● | Public identity, duels, banners, and flashy martial prep all fit. |
| Barbarian - banner ●; whetstone ● | Whetstones fit weapon pressure; banners depend on campaign culture. |
| Bard - banner ●; whetstone ● | Banners fit morale, performance, reputation, and social command. |
| Alchemist - banner ●; whetstone ● | Alchemists already have preparation tools, but can support martial allies. |
Party And Faction Use
Banners do not have to belong to one character. They can belong to the party, a fort, a ship, a guild, a temple, a rebel network, a mercenary company, or a nation. That makes them excellent for factions, social encounters, and Lost Omens world guide campaigns where identity matters.
Party banner uses:
- Mark the party as legitimate agents of a patron.
- Give allies a visible rally point.
- Become a target for enemies who know the party's reputation.
- Carry a history of victories, defeats, repairs, and captured symbols.
- Signal the party's values without another speech from the face character.
If the banner has a name, a history, and consequences, players will care. If it only has a line item, they probably will not.
GM Core Treasure Advice
GM Core treasure pacing still applies. Banners and whetstones should add texture without replacing expected math. A martial party still needs weapon potency and striking progression. Defensive characters still need armor potency, resilient runes, and shield support. Whetstones are not a substitute for runes; they are a preparation layer.
Good treasure placements:
- Whetstones before a mission where damage preparation matters.
- A recovered banner after a fortress victory.
- A captured standard that grants faction leverage.
- Battlefield consumables in a military supply cache.
- A banner tied to a Commander, Guardian, Champion, Bard, or faction character.
- Whetstones as consumable rewards that do not distort permanent character math.
Poor treasure placements:
- Random banners with no faction, morale, objective, or story role.
- Whetstones after the only fight where they would have mattered.
- Battlefield gear in a campaign where there are no battlefields.
- Consumables so rare that players are afraid to use them.
Hot take: "useful next session" is usually better consumable design than "technically useful someday."
Battlecry Campaign Advice
Battlecry! works best when battlefields contain objectives beyond defeat every opponent. Banners and whetstones help because they make preparation and command visible.
Use them with:
- Skirmish warfare
- War campaigns
- Battlecry archetypes
- Siege weapons and battle vehicles
- Banners, supply, morale, and battlefield objectives
The more the campaign cares about formations, terrain, units, forts, scouts, signals, and morale, the better these items become.
Cross-Book Fit
| Book | What It Adds Here |
|---|---|
| Player Core | Baseline actions, equipment, skills, Recall Knowledge, weapons, and encounter procedures. |
| Player Core 2 | More class pressure from Champion, Barbarian, Alchemist, Investigator, Swashbuckler, Oracle, Witch, and Monk. |
| GM Core | Treasure pacing, item access, rewards, encounter objectives, environment, hazards, and settlement logic. |
| Monster Core | Threat traits, weaknesses, resistances, and encounter clues that make preparation meaningful. |
| Battlecry! | The direct support for banners, whetstones, battlefield gear, Commander, Guardian, and war play. |
| Treasure Vault Remaster | Wider item and consumable context for martial and utility treasure. |
| Guns & Gears Remastered | Firearms, ammunition, technology, and military equipment context for some campaigns. |
This is a good example of source books as dials. A home campaign can use banners as story objects without adopting every Battlecry option. A full war campaign can make them central.
Common Mistakes
Mistake 1: Making Banners Passive Wallpaper
A banner should tell players something or invite action. If nobody can capture, defend, raise, conceal, recognize, or rally around it, it is probably just scenery.
Mistake 2: Giving Whetstones Without Information
Preparation items need information. Use scouting, rumors, skill checks, previous encounters, maps, and mission briefings.
Mistake 3: Replacing Runes With Consumables
Consumables are excellent, but permanent math still matters. Do not hand out whetstones while the party is badly behind on weapon upgrades.
Mistake 4: Forgetting Bulk And Hands
Banners, weapons, shields, tools, and consumables still occupy the physical world. Use Bulk and hand economy enough that logistics matter without turning every turn into inventory litigation.
Mistake 5: Using War Gear In A Campaign With No War
Not every book option belongs at every table. If the campaign is political, dungeon-focused, or wilderness-based, use banners and whetstones only where they fit.
Best Follow-Up Guides
- PF2e Equipment Guide: the main equipment hub.
- Battlecry!: the source-book hub for war play, Commander, Guardian, and battlefield options.
- Commander: the class most naturally tied to banners and battlefield identity.
- Guardian: defensive objectives and battlefield durability.
- Weapons: weapon users are the main audience for whetstones.
- Weapon Traits: traits shape whether martial preparation pays off.
- Runes: permanent weapon and armor math before temporary support.
- Consumables: the wider one-use item economy.
- Siege Weapons And Battle Vehicles: larger battlefield equipment.
- War Campaigns: GM-side structure for battles, units, and objectives.
- Skirmish Warfare: tactical encounters beyond ordinary room fights.
Final Hot Take
Banners make the battle mean something. Whetstones make the martial characters feel prepared. If neither changes a decision at the table, you did not add equipment. You added props.
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