The essential consumables every PF2e party should carry, from healing potions to talismans and scrolls.
You don't need to buy everything. But a few key consumables can turn a bad situation into a manageable one. This guide covers the items that solve real problems at the table, organized by what they do.
Your party needs in-combat healing options even if you have a dedicated healer. Spell slots run out. People go down.
4 gp. Everyone should carry at least one. A downed ally can drink one if someone feeds it to them.
3 gp. Counters poisons on a failed save. You never know when you'll face venomous creatures.
3 gp. Same idea but for diseases. Cheap insurance.
40 gp (level 6). Ends paralysis immediately. Ghouls, hold spells, and certain poisons all cause paralysis. This saves lives.
Information wins fights. These items help you avoid ambushes and find hidden threats before they find you.
4 gp. Perception bonus for an hour. Drink before exploring a new area.
6 gp. An hour of darkvision for 6 gp. Cheaper than a torch and doesn't alert enemies.
7 gp. Reduces concealment penalties. Great in fog, darkness, or against invisible creatures.
50 gp (level 6). Reveals invisible creatures in a 10-foot burst. Keep one for when the GM smiles too much.
Sometimes you need an edge before a big fight. These are worth the gold.
7 gp. Bonus to social skills. Not combat, but incredibly useful before negotiations or infiltrations.
7 gp. Apply to a weapon to get a +1 bonus for 1 minute. Cheap and effective for martial characters.
7 gp. Positive damage in a thrown weapon. Excellent against undead.
3 gp. Damages fiends and undead on a hit plus splash. Every party fighting evil outsiders needs some.
Talismans are one-use items you attach to weapons or armor ahead of time. They activate when triggered, so there's no action cost. Incredibly efficient.
4 gp. Attach to a weapon. When you hit, add 1d8 damage. Free damage with no action cost.
4 gp. Attach to a weapon. When you critically hit, knock the target prone. Free trip on a crit.
3 gp. When you're spotted somewhere you shouldn't be, instantly disguise yourself. Niche but hilarious.
Scrolls let any caster access spells they don't have prepared. Buy a few for emergencies.
4 gp. Keep a few utility scrolls around, like Feather Fall, Mending, or Sanctuary.
12 gp. Restoration, Resist Energy, and See the Unseen are all great scroll candidates.
Buy consumables in bulk when you visit a city. Spread healing items across the party so nobody is the single point of failure. Attach talismans to your gear between adventures so they're ready when you need them. And always ask your GM what shops are available, some items might be uncommon in your setting.