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This is not a comprehensive list.

It's only things in the Magic Item Compendium, which, I


believe, is not everything. Also, I've left out a lot of things, some of which you may find
interesting. This is just a sampling of this you could look forward to buying or (hopefully!)
finding. I also left out items that were pretty specific. e.g. items that gave a specific resistance
or were for dragons only or undead.
Most effects here are either continuous or activated as a swift action. I tried to keep an eye
out for things requiring standard actions, but I probably failed. It's noted if I remembered! I
tried to avoid mega-high cost/level items, but some were fun!
All items with charges gain all charges back at dawn.
Feel free to ignore the crap about Daranth.
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Daranth
Weapons
Illuminting, +500gp, 20ft light +20ft dim
Collision, +2 cost, +5 dmg (lolwaht!?)
Corrosive, +1 cost, +1d6 acid dmg
Magebane, +1 cost, +2 to enhancement bonus vs casters (arcane spells or invocations) +2d6
dmg vs casters
Impedance, +2 cost, on hit target's ability to use spell(-like) impeded for 1d6 rounds. must
pass check to cast
Parrying, +2 cost, +1 insight to AC and saving throws
Shadowstrike, +5000gp, 1/day +5ft reach and no Dex bonus vs this attack
Vampiric, +2 cost, +1d6dmg and heal that amount
Clothing
Throat
Chasuble of Fell Power, 8000gp, +1d6 dmg to Eldritch Blast or any Chaotic spell
Greater Chasuble of Fell Power, 18000gp, +2d6 dmg to Eldritch Blast or any Chaotic spell
Hands
Gloves of Eldritch Admixture, 2500gp, 3 charges 1: +2d6 to EB; 2: +3d6; 3: +4d6; cold,
fire, or acid type damage.
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Items of interest for other characters
Weapons
Deadly Precision, +1 cost, +1d6 sneak attack dmg
Clothing
Throat
CONSUMED. Safewing Emblem, 250gp, if you fall at least 10 ft, gain feather fall up to 180
ft. When you land, the emblem shatters.
Amulet of Retributive Healing, 2000gp, 3/day heal other creature heals you too
Amulet of Teamwork, 2000gp, aid another =+3, flanking also gives +2 dmg. 1/day +5 AC
1round you + adj ally
Amulet of Wordtwisting, 6000gp, +2 insight Bluff, Diplomancy, Intimidate, Sense Motive
(if orc +4 and tongues 1/day) [combine with use magic device to emulate orc]
Amulet of Emergency Healing, 6000gp, 3/day immediate action, heal creature in 30ft for

1d4+5
Cat's-Eye Brooch, 9000gp, +1 luck to saving throws and +5 total vs. disease saves
Enduring Amulet, 1500gp, as endure elements spell, 3 charges 1: resist 10 cold and fire; 2:
15; 3: 20;
Farspeaking Amulet, 6000gp, 3/day 10 minutes allows communication between wearer and
4 others in conference call style as long as they're on the same plane.
Heartseeking Amulet, 3000gp, 3/day your next melee attack becomes a melee touch attack.
Spellsink Scarab, 2000gp, 3 charges 1:reduce dmg from spell or psionic power by 2d6 dmg;
2: 3d6; 3: 4d6;
Vampire Torc, 5000gp, 2/day next melee attack heals you for half of damage.
Special Throat: Chronocharm
These items seem most appropriate for a rogue and they're very cheap at 500gp apiece.
There are 6 total and I would recommend 5 of them (Archmage is a little silly for a
rogue). You may also wear ALL of them at the same time. See page 85 of Magic Item
Compendium) for more information.

Arms
Armband of Maximized Healing, 7200gp, 3/day as Maximize Spell feat any healing spell
<=6th level
Bracers of the Blast Barrier, 3200gp, 3/day turns spell(-like) into wall that damages enemies.
Bracers of Entangling Blast, 2000gp, 3/day next spell does half damage, all enemies
damaged are entangled for 1d3 rounds and take 1 dmg/spell level/round
Bracers of Quickstrike, 1400gp, 1/day make additional attack at full bonus
Counterstrike Bracers, 2500gp, 2/day when missed with a melee attack make your own free
AoO
Crimson Dragonhide Bracers, 5000gp, resist 5 fire and +1 nat armor
Deathstrike Bracers, 5000gp, 3/day overcome a creatures natural immunity to critical hits or
sneak attack dmg. E.g. you may sneak attack an undead creature
Vambraces of Warding, 8000gp, +2 sacred to AC vs ranged.
Waist
Belt of Battle, 12000gp, +2 competence Init, 3 charges/day: expend 1: gain move action; 2:
std; 3: full rnd;
Belt of Hidden Pouches, 5000gp, fucking complicated... it's like 10 tiny bags of holding +20
secret ones (Magic Item Compendium, page 74)
Belt of Priestly Might, 6000gp, authorized wearers gain +1 nat armor and +2 enhance str.
Belt of One Mighty Blow, 1500gp, 1/day weapon light +1d8, 1hand +2d6, 2hand +3d6
Belt of Ultimate Athleticism, 3600gp, take 10 on Balance, Climb, Jump, Swim, Tumble.
1/day take 20
Healing Belt, 750 gp, +2 competence Heal. 3 charges 1: Heals 2d8 dmg on touch; 2: 3d8; 3:
4d8;
Face
Blindfold of True Darkness, 9000gp, gain blindsight 30ft, lose vision, immune to gaze and
effect reliant on vision
Crystal Mask of (Lots of things), 10000gp, +10 Sense Motive, or +10 Search, or +10
Intimidate, or +4 insight to Will saves
Crystal Mask of Insight, 20000gp, +9 to Spot and Search
Eyes of Truth, 5500gp, +5 competence Spot 1/day true seeing for 1 round
Monocle of Perusal, 6500gp, +5 comp Appraise. 3/day identify

Torso
Bolt Shirt, 5000gp, 1/day teleport 60ft LoS LoE req'd.
Burnoose of 1,001 Thorns, 3000gp, +1 nat armor, +4 saves vs dehydration. 1/day 5 rounds
1d6 dmg to anyone making grapple check vs. you.
Hairshirt of Suffering, 3400gp, +1 nat armor, 1/day standard action cast cure serious
wounds (3d8+9) on any creature but yourself.
Shirt of the Leech, 8000gp, when a healing spell of 4th level or lower is cast within 30 ft of
you, you immediately recognize the spell. 3/day you can change 1 target of the spell to
yourself. You must have LoS to the caster and the original target.
Tunic of Steady Spellcasting, 2500gp, +5 comp Concentration
Vest of the Master Evoker, 10000gp, bonus dmg and save DC for evocation spells and some
other misc effects related to evocation.
Vest of Resistance, 1000gp, +1 resistance bonus to saving throws (more expensive versions
of this exist)
Feet
Boots of Agile Leaping, 600gp, Dex instead of Str for Jump. if 5 ranks in Balance stand as
swift action, standing provokes no AoO
Boots of Sidestepping, 6000gp, 3/day 5ft step for swift action without restriction
Boots of Skating, 7000gp, +10 ft speed. 0 uphill, +20 downhill.
Boots of Swift Passage, 5000gp, 5/day teleport 20ft LoS + LoE req'd
Boots of Unending Journey, 4000gp, any neutral +10 speed +more for authorized users
Dimension Stride Boots, 2000gp, +2 competence Jump. 5 charges 1: Teleport 20 ft; 3: 40ft;
5: 60ft;
Head
Circlet of Mages, 5000gp, +2 competence to Concentration. 3 charges 1: cast and retain a
spell of up to first level; 2: 2nd level; 3: 3rd level;
Circlet of Rapid Casting, 15000gp, 3 charges 1: cast spell up to 2nd level (standard action) as
swift action; 2: 3rd; 3: 4th;
Headband of Conscious Effort, 2000gp, 1/day replace a Fort save with Concentration check
Helm of Glorious Recovery, 5600gp, 1/day heal yourself for 4d8+7 dmg
Scout's Headband, 3400gp, +2 comp Spot. 3 charges 1: darkvision 1 hour; 2: see invisibility
10 minutes; 3: true seeing 1 minute
Watch Lamp, 500gp, creates globe of light that hovers and follows you. Sheds light as torch.
Shoulders
Cloak of Battle, 22000gp, +4 armor to AC, turns into +1 quarterstaff. 3/day disarm adj
enemy at +4 you cannot be counter-disarmed and if successful the weapon is flung 10 feet
away.
Cloak of Elemental Protection, 1000gp, 1/day resistance 10 against a single energy type
until next turn.
Cloak of Thorns, 26000gp, +2 nat armor, if hit in melee (non-reach) attacker takes 1d4+3
piercing dmg
Vanisher Cloak, 2500gp, 3 charges 1: self invisible as invisibility 4 rounds; 2: You + Adj
Ally invis 3 rounds; 3: you + <=3 Adj Ally invis 2 rounds.
Hands

Gauntlet of Infinite Blades, 6500gp, creates infinite daggers. 5 charges 1: +3 dagger; 3: +3


dagger of seeking; 5: +3 bane dagger of seeking; Daggers disappear after 3 rounds
Gauntlets of the Blazing Arc, 6300gp, Standard action: 3/day 15ft cone of fire 4d4+4 dmg.
Ref DC 14 half
Gloves of Manual Prowess, 3000gp, 3 charges, bonus to Disable Device, Forgery, Open
Lock, Sleight of hand, Use Rope 1: +5 competence; 2: +7; 3: +10;
Repelling Gauntlets, 2300gp, 1/day push 5ft a creature that enters an adj square, nullify the
rest of the action that caused it to move adj to you. i.e. A charge fails, or a character can
move no further unless it spends another action.
Truestrike Gauntlets, 3500gp, 1/day Standard action +20 insight to hit on next attack before
end of your next turn.

Ring
Lockpicking Ring, 3500gp, +5 comp Open Locks. 1/day melee range knock
Ring of Arcane Might, 20000gp, +1 to arcane caster level for spell penetration, caster level
checks, and level based variables of spell effects.
Ring of Arming, 5000gp, as standard action,hides your entire worn armory in the ring or
retrieves it.
Ring of Avoidance, 10000gp, standard action 3/day +20 deflection AC until beginning of
next turn.
Ring of Communication, 2000gp, 1 mile range magic radio with other Rings of
Communication
Ring of Four Winds, 2000gp, 4/day +2 deflection AC vs. single attack OR feather fall on
self
Ring of Mystic Defiance, 7500gp, 3/day ignore up to 10 points of spell(-like) damage. If
wearing Cha or Int item half that bonus can be added to Fort save vs spell(-like) max bonus
+3
Ring of Mystic Fire, 7500gp, +1 competence to caster level with fire spells. 3 charges 1:
+2d6 fire damage to a fire spell (that deals damage); 2: +3d6; 3: +4d6;
Ring of Mystic Healing, 3500gp, +1 competence to caster level with cure spells. 3 charges
1: +2d6 healing to cure spell; 2: +3d6; 3: +4d6;
Ring of Spell-Battle, 12000gp, you are aware of all spells cast within 60 feet of you and may
attempt to identify any spell cast with a Spellcraft check for no action. 1/day when you
successfully identify a spell you may counter it as with dispel magic or change the target of
the spell. If the new target you choose is illegal (due to range or somesuch) the spell
functions normally and this effect is wasted.

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