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Shopping List basics These are items that are either gold taxes, not crap, or absolute steals for their effect, sorted by role and then by price. NonDMG sources are cited. Generally speaking, this is broadspectrum specific itembuild pairs may be standouts, but in general, you can do significantly worse than just starting with this list and paring out the items irrelevant to your concept or budget. The first number you see on any entry is the item’s Item Level, which loosely corresponds to the character level when the item can expect to show up (see the MIC or Appendix 2 for more details). Weapon and armor enhancements with +X costs have variable item levels, and listed item levels are for full price purchases instead of upgrades (i.e. a +6 ability enhancer is a 17th level item, but upgrading a +4 to a +6 is a 15th); see Appendix 2 for more. Slots are given next to the price, and also indicate if it’s unslotted (NA) or held (He). A = Arms; B = Body; Fa = Face; Ft = Feet; Ha = Hands; Hd = Head; R = Ring; Sh = Shoulders; Th = Throat; To = Torso; W = Waist. Generally speaking, I don't include custom items unless there really is no substitute. Currently looking for: Efficient ways to gain notable Spell Resistance and Damage Reduction. Notes: Wands can be triggered with DC20 UMD if you aren't a caster or if the spell’s not on your list. This is a gear guide, not a spell guide. Wands and custom items are rarely mentioned. Weapon and Armor enhancements are listed as +X, but vary in price! They’re sorted separately from flatcosts. Actual +flatgp costs are basically anything higher than "+5". They have a listed item level below. The contents of this file can be browsed and sorted in a more fluid form through the Spreadsheet of Shopping . IF YOU EDIT THIS DOCUMENT, EDIT THAT ONE TOO. Contents Fundamentals Checks and modifiers , Initiative , Spellcasting and psionics Defense Vs Weapons , Saving Throws , Miss Chance , Mind Blank , Lock Conditions , Death and Draining , Other Magic Mobility Normal Movemen t, Flight , Tactical Teleports , Freedom Support Vision/Detection , True Seeing , Dispel / CounterDispel , Scrying / InfoGathering , Tool Use , Healing , Stealth Offense Weaponry , Turning/Rebuking , Sneak Attack / Ambush , Miscellaneous Buying Feats , Other , Novice Maneuvers . Further Reading / Acknowledgements Appendix 1: Adding common magic item effects to other items Appendix 2: MIC Item Level system summary

D&D 3.5 - Recommended Shopping List

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Page 1: D&D 3.5 - Recommended Shopping List

Shopping List basics These are items that are either gold taxes, not crap, or absolute steals for their effect, sorted by role and then by price. Non­DMG sources are cited. Generally speaking, this is broad­spectrum ­ specific item­build pairs may be standouts, but in general, you can do significantly worse than just starting with this list and paring out the items irrelevant to your concept or budget. The first number you see on any entry is the item’s Item Level, which loosely corresponds to the character level when the item can expect to show up (see the MIC or Appendix 2 for more details). Weapon and armor enhancements with +X costs have variable item levels, and listed item levels are for full price purchases instead of upgrades (i.e. a +6 ability enhancer is a 17th level item, but upgrading a +4 to a +6 is a 15th); see Appendix 2 for more. Slots are given next to the price, and also indicate if it’s unslotted (NA) or held (He). A = Arms; B = Body; Fa = Face; Ft = Feet; Ha = Hands; Hd = Head; R = Ring; Sh = Shoulders; Th = Throat; To = Torso; W = Waist. Generally speaking, I don't include custom items unless there really is no substitute. Currently looking for: Efficient ways to gain notable Spell Resistance and Damage Reduction. Notes:

Wands can be triggered with DC20 UMD if you aren't a caster or if the spell’s not on your list. This is a gear guide, not a spell guide. Wands and custom items are rarely mentioned. Weapon and Armor enhancements are listed as +X, but vary in price! They’re sorted separately from flat­costs. Actual +flat­gp costs are basically anything higher than "+5". They have a listed item level below.

The contents of this file can be browsed and sorted in a more fluid form through the Spreadsheet of Shopping. IF YOU EDIT THIS DOCUMENT, EDIT THAT ONE TOO. Contents

Fundamentals Checks and modifiers, Initiative, Spellcasting and psionics

Defense Vs Weapons, Saving Throws, Miss Chance, Mind Blank, Lock Conditions, Death and Draining, Other Magic

Mobility Normal Movement, Flight, Tactical Teleports, Freedom

Support Vision/Detection, True Seeing, Dispel / Counter­Dispel, Scrying / Info­Gathering, Tool Use, Healing, Stealth

Offense Weaponry, Turning/Rebuking, Sneak Attack / Ambush,

Miscellaneous Buying Feats, Other, Novice Maneuvers.

Further Reading / Acknowledgements Appendix 1: Adding common magic item effects to other items Appendix 2: MIC Item Level system summary

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Fundamentals Handles basic gold taxes and boosts to fundamental abilities like spellcasting. Fundamentals ­ Checks and modifiers

Sooner or later everything comes down to your check modifiers. They make you better at just about everything. Ability score boosters can also be viewed as a spellcaster’s primary weapon. See Appendix 1 for slot information by ability score.

0.5 50 Varies Masterwork skill tool (+2 circumstance) Dirt cheap, can be made for many different skills. Buy ASAP if you rely on skills. Typically held.

7 2500 Varies +5 skill booster (competence) 8 4000 Varies +2 ability score boosts (enhancement) 12 10000 Varies +10 skill booster 14 16000 Varies +4 ability score boosts 15 24000 W +2 Belt of Magnificence (MiniHB)

The Belts are cheaper than six normal boosts, but normally a six­score MAD character has other problems.

16 27500 NA +1 tomes (directly improves the score, permanently, up to +5) 17 36000 Varies +6 ability score boosts 18 55000 NA +2 tomes 20 82500 NA +3 tomes 20 96000 W +4 Belt of Magnificence (MiniHB) 21 110000 NA +4 tomes 22 137500 NA +5 tomes 25 200000 W +6 Belt of Magnificence (MiniHB) Fundamentals ­ Initiative

Initiative, being an opposed check, is settled by your relative modifiers, not absolute score. Against a fixed enemy initiative, extra boosts have diminishing returns. The general rule is still that more is better. The best buy is the Ring of Anticipation (it really does have the biggest impact for the cost, and possibly the biggest impact ever). Put the weapon mods on gauntlets, armor spikes, or similar always­on weapons ­ they all only work when wielded.

* +1 He Warning weapon (MIC) [+5 insight] The standard boost for initiative on weapons. Put it on gauntlets or spikes.

* +1 He Eager weapon (MIC) [+2 untyped] Eager weapons also get free­action drawing and +2 damage during early combat.

3 750 He Nerveskitter wand [+5 untyped] Put this in a wand chamber in whatever weapon you’re always holding (i.e. gauntlets), so it’s in hand whenever you need to roll. If you can activate it, this is amazing value.

8 4000 Ft Sandals of the Vagabond (CCha) [+2 luck] Dirt cheap and a good bonus type, and a feel­good immunity to exhaustion. Part of a set (Garb of the Vagabond) marketed towards monks; the rest of the benefits are… meh.

9 5000 H Helm of Righteous War (CCha) [+2 insight] Also has a short­range enemy radar and anti­flank effect powered by turn attempts. Part of a set marketed to paladins (Regalia of Righteous War); together, they can basically give you a limited form of Opportunist, but the rest of the set isn’t too amazing.

9 5000 A Bracers of Blinding Strike (MIC) [+2 competence] Also can add hits after a full attack, 3/day. It’s part of a set; it’s notable that every other item in the set (the Fleet Warrior’s Array) is on this list. The +Hits effect won’t function if you use an effect to get an extra attack, such as Haste or Rapid Shot.

10 6000 R Ring of Anticipation (DotU) [Roll twice, take highest] THE best initiative item, bar none ­ it functionally reduces the chance of a low roll and increases the chance of a high roll. Works wonders no matter your relative Initiative modifier, and comes with a boost to Listen and Spot at a bargain price.

12 8500 A Bracers of the Hunter (SoX) [+2 competence] Also improves Hide and Sneak Attack; given the bonus type, these are why you’d buy it.

13 12000 W Belt of Battle (MIC) [+2 competence]

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Also includes charges for bonus actions. If you can afford it it’s one of the best items printed, regardless of your adventuring profession.

Fundamentals ­ Spellcasting and Psionics

In general, you want your caster level to be as high as possible, make good use of bonus spell slots or spell rechargers, and using magic items to expand your arsenal.

3 460 He Eternal Wand 0 (MIC) All eternal wands give 2/day spells on the cheap, but only arcane casters can activate them. Technically a wondrous item, not a wand (though they require Craft Wand as well), so it probably won’t work with wand chambers or specialist wand options.

3 500 Th* Chronocharm of the Uncaring Archmage (MIC) 1/day, can cast a 1­round spell using a standard + swift. Takes a day to attune to the wearer, so you can’t buy spares, but can share the throat slot with any number of other, different, chronocharms.

3 500 Hd Drake­Helm (1 slot) (ExpH) Any spontaneous arcane spellcaster will love these ­ they allow you to “buy” extra spells known. Drake­helms can hold one spell per slot, but the spells themselves are coded into interchangeable, but more expensive, dragonshards (see the table below). Curiously, they don’t appear to be limited by spell list, but check with your DM, as that’s probably an editing error. If nothing else it seems to allow bard spells from sorcerers, and vice versa, and the flexibility easily beats out a runestaff.

3 620 Th Drow House Insignia 1 Similar to Eternal Wands, except ~25% cheaper, 1/day, slotted (throat), and open to those without arcane casting. Despite the name, these aren’t restricted to drow, though they typically contain drow­type spells.

4 820 He Eternal Wand 1 7 3000 He Lesser Rod of Metamagic: Extend

A useful effect for almost anyone. Generally speaking other MM rods aren’t worth it. 7 3000 NA Heward's Fortifying Bedroll (MIC)

Allows prepared arcane casters to swap out spells quickly. Doesn’t grant extra spells per day, but will recharge any spells you used prior to 8 hours ago. Less useful for spontaneous casters or manifesters, or anything else with daily abilities or swaps. Since divine casters usually regain spell slots at a fixed time of day instead of after rest, this won’t work with them either.

8 3300 Th Drow House Insignia 2 8 4000 Th Torc of Power Preservation (MIC)

Two versions of this item, this one with a 5/day limit, the other unlimited. They reduce PP costs when manifesting by 1. Confirm how this interacts with augments ­ the standard ruling is that you can only augment as far as normal, but 1 fewer PP is actually deducted.

8 4000 R Spellguard Ring pair (CMag) Bargain way to make AoE targeting simpler, as whoever wears the partner ring is immune. Not a bidirectional effect, and only immunizes one buddy, but quite cheap.

8 4000 Hd Drake­helm (2 slots) 9 4420 He Eternal Wand 2 9 5000 Hd Circlet of Mages (MIC)

Inexpensive and quick low­level spell slot recovery. 10 6000 NA Metamagic Wandgrip (CMag)

3/day, applies one metamagic feat you know to a wand, at the cost of extra charges (no extra action required, just attach to the wand and go). Buying spares is advised.

11 8000 R Ring of the Beast (CCha) Summon Nature’s Ally now pulls from the next list up. Astonishing with the right picks (i.e. III for Unicorn) or if paired with the batch­summon option (where it’s better than constant Twin Spell). It’s even part of a set (the Trappings of the Beast, marketed for druids, with acceptable effects, but it’s questionable what happens with them during Wild Shape). Almost certainly undercosted.

12 8200 Th Drow House Insignia 3

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12 9000 Hd Drake­Helm (3 slots) 13 10900 He Eternal Wand 3 13 12000 He Rod of Magical Precision (CMag)

If you use rays but don’t have a feat slot for Precise Shot or Blind­Fight, this will cover for you ­ it’s also the only way to get “Seeking” on rays.

13 12500 NA Boccob's Blessed Book Half the price and a tenth the weight and volume of a standard spellbook.

14 14000 R Ring of Mighty Summons (Cmag) Cuts summon duration in half, but maximizes their HP. As levels increase you have enough duration for the fight and then some, but spike damage increases. Works regardless of how you summon, but apparently only on (Summoning) spells.

14 14000 Ha Gloves of Deadly Casting (FoW) All your touch spells and rays now have a 19­20 threat range. (Doesn’t stack with improved critical, but it’s a continuous effect.)

14 +16000 He Manifester weapon (XPH) Put it on ammo. Each arrow you wield now counts as a 5pp packet that recharges daily. You have to use it on manifesting a power, so they can’t be tapped to charge up cognizance crystals (unless using Bestow Power, if the DM allows that power). Remember that power points are bottlenecked ­ you can’t supplement them.

14 16000 Hd Drake­Helm (4 slots) 14 18000 He Surge Crystal (MIC)

Charged item that gives up to +3 ML. Won’t stack with Overchannel or Wild Surge. Only on this list because it’s a big bonus; most of the time a psionic version of the Ring of Arcane Might is better.

15 20000 R Ring of Arcane Might (MIC) +1 CL, no nonsense. Despite the name, it’s not limited to arcane caster level. Similar in most respects to the Orange Ioun Stone (just cheaper and slotted), and stacks with that.

15 20000 He? Strand of Prayer Beads: Karma bead A fat +4 to your caster level for 10 minutes. You need to be able to cast divine spells to activate it (or, presumably, emulate a class feature via UMD), but the bonus isn’t mechanically limited to divine spells. Might not be available except as a standard prayer bead set (45,800gp).

15 21000 B Robe of Arcane Might (MIC) +1 CL to one school. Only listed because if you remove the +4 armor bonus it comes with, the price drops to an unbelievable 5000.

16 27000 He Rod of Many Wands (CMag) Use up to three wands as one full­round action, draining extra charges. Appears to let you use them regardless of spell list and bypassing the need for UMD.

16 30000 NA Orange Ioun Stone [+1 CL] 17 36000 Th Torc of Power Preservation (XPH) 18 47250 Hd Psicrown of the Astral Legion (XPH)

900pp to spend on a very versatile power at ML 18. The cost is really low for this benefit because it has a ­30% modifier, presumably for requiring a ‘specific class’ to use. This is precedent on other discipline power items.

Supplemental table: Drake­Helm Syberis Shard Costs

These are able to hold any arcane spell up to their level, for use with a drake­helm (see above). The spell inside can be changed once per month by simply casting a new one. Any costs to cast the spells (such as from an NPC) aren’t included.

10 6000 * 1st­level spell 12 9000 * 2nd­level spell 14 14000 * 3rd­level spell 16 26000 * 4th­level spell 16 35000 * 5th­level spell 17 46000 * 6th­level spell 19 69000 * 7th­level spell 20 84000 * 8th­level spell 21 101000 * 9th­level spell

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Defenses In general, do not bother with raw AC. Your saving throws, resistances/immunities, touch AC, and (eventually) hit points are where your true defenses lie, assuming you’re even able to be targeted at all. Defense ­ Vs Weapons * +1 B Ghostward armor property

Allows you to transfer enhancement bonuses ­ say, from Magic Vestment ­ to touch AC. (A similar effect happens on Defending weapons, but they’re more expensive and harder for some people to use. If you do use them, i.e. with defending armor/shield spikes, it’s cumulative!) Despite the name, it’s effective against more than incorporeal creatures.

3 500 Th* Chronocharm of the Grand Master (MIC) 1/day immediate, gain a +5 dodge bonus against any ranged attack. Works quite well against rays, and combines very well with arrow deflection crystals. Takes a day to attune to the wearer, so you can’t buy spares, but can share the throat slot with any number of other, different, chronocharms.

3 500 NA/He Crystal of Arrow Deflection (MIC) These shield crystals directly increase your AC vs ranged attacks (+2 least, +5 lesser; the less is 1000gp). I only list these because they’re dirt­cheap for the size of the untyped bonus you get, and they apply when flat footed and against rays. You need a shield to use them ­ but, curiously, the bonus seems to apply even if you aren’t getting the shield’s benefit to AC (i.e. if you’re using a two­handed weapon and a buckler) ­ it’s a separate bonus, not an increase to the shield’s. The marginal increase to Greater is just the Deflect Arrows feat, a smaller marginal benefit (since it doesn’t work on rays).

3 500 NA/B Restful Crystal (MIC) You aren’t fatigued if you sleep in armor with this gem attached, meaning you keep your medium/heavy armor (and its armor abilities) active overnight. Swap the crystal out for a better one while adventuring.

3 500 NA/B Iron Ward Diamond An inexpensive way to get DR/­ at low levels, although it’s low and wears off after absorbing a certain amount. (1/­ for 10 points, 3/­ for 30 points (2000), 5/­ for 50 points (8000)). Unlike other armor gems, stronger gems only work on heavier armor, which you’re probably not using (and if you are, it’s probably got permanent DR from being made of adamantine).

4 1000 A +1 Bracers of Armor Apart from the obvious (unrestrictive and applies bonus to incorporeal attacks), the A&EG allows these to accept armor enhancements as if they were suits of armor, and the MIC makes it clear that they can accept armor crystals (which allows you to double­up on them if you really want). However, they cap at +8, not +10, and the bonus is Armor, not Enhancement (so Ghostward won’t work with them).

4 +1000 B Mithral light armor In general, this is favored by people who absolutely cannot deal with ASF% or ACP. There are other ways to minimize both of them, but it’s often not worth the expense.

7 3000 To Iron Heart Vest, Novice: Wall of Blades (ToB) If you’ve got a good attack bonus, this can let you block any attack, even rays. Chances are your attack roll is higher than your touch AC. (It’s a melee attack roll, but ranged characters can employ Feycraft weapons (see below) to keep that melee attack bonus up, and to always have such a weapon in hand.) Gold standard in ablative defense.

8 +4000 B Mithral medium armor The mithral breastplate is the benchmark against which most light armor should be measured. In general you only use light armor, since it doesn’t limit your movement.

12 9000 To Shirt of [Bone/Chains/the Treant] (MIC) These grant DR 3/bludgeoning, piercing, or slashing, as appropriate, on a body slot with low competition. There are upgraded forms of these corresponding to DR/Magic, DR/Alignment, or DR/Special Material, but they’re much more expensive and of questionable value.

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14 +15000 B Adamantine heavy armor Adamantine full plate is the benchmark against which heavy armor is measured. You use heavy armor if you have features that expand its use, if you have teleportation movement, if you’re a warforged, or if you favor mounts.

22 132000 Sh Starmantle Cloak (BoED) Expensive, but renders you immune to nonmagical weapons and gives you a flat DC 15 Reflex Half against all magic weapons. Add on Evasion, and with a +14 Reflex save, you’re basically 95% immune to weapons. Borderline broken.

Defenses ­ Saving throws

The Cloaks of Resistance are generally the best items of their price you will ever buy. The MIC provides alternate vest versions at the same cost that use the less­frequently­used torso slot instead, so they’re listed with both.

4 1000 Sh/To +1 Cloak of Resistance 7 3000 R Ring of the Diamond Mind, Novice: Any DM counter (ToB)

If your Concentration modifier is higher than a save, and you only expect to make one save per battle, these items are absolute godsends. With a day, you can even switch which save it applies to, although you need to be level 2, 6, or 10 to select Will, Reflex, or Fortitude respectively without martial adept levels.

8 4000 S/To +2 Cloak of Resistance 9 5000 Th Amulet of Fortune Prevailing (MIC)

Allows you to reroll one save per day. Cheapest way to get this effect I know of. 12 9000 Sh/To +3 Cloak of Resistance 13 12000 Sh Mantle of Second Chances (MIC)

Allows you to reroll any d20 once per day. Realistically, you’ll reserve this for saving throws, but this can also salvage dispel or SR checks.

14 16000 Sh/To +4 Cloak of Resistance 14 16000 To Tabard of Valor (CCha)

Adds Mettle while under half HP. If you have Mettle, this instead upgrades it to Improved Mettle; this is the only way to get this ability. Part of a set marketed towards paladins (but, realistically, Berserker Strength barbarians will want it more), the Raiment of Valor; the other two items are cheap, but weak, and the set benefits are minor.

15 25000 Sh/To +5 Cloak of Resistance 15 25000 R Ring of Evasion

Expensive, but possibly useful depending on what challenges you face. UNLIKE the Tabard, it won’t upgrade to Improved Evasion if you already have Evasion.

17 45000 R Ring of Nine Lives (MIC) Can turn a failed save into a success as an immediate action. Also automatically heals you if you fall to negative HP. Expensive and limited but a lifesaver.

17 +45000 B Slippery Mind armor (DMG2) Provides the rogue special ability as a fixed­price armor mod ­ you can consistently reroll saves against Enchantment and Telepathy effects (not just the [Mind­Affecting] ones) with this, and it’s a fraction of the cost of true Mind Blank (but not as useful, particularly because it won’t help against divinations, save­or­dies, or no­save effects).

Defenses ­ Miss Chance

In addition to the obvious (miss chances causing attacks to miss regardless of your AC), a critical point to consider is whether a miss chance stems from concealment or true concealment, or if it’s just a “miss chance”. They work differently, and it’s ideal to have both, though they do suffer from diminishing returns.

If you have a miss chance from concealment (usually 20%), you’re immune to Sneak Attack (and presumably other precision damage). If it stems from total concealment (usually 50%), you also can’t be directly attacked nor targeted unless sensory abilities pinpoint you. Miss chances due to concealment can be used to Hide, unless they say otherwise, though you still need a distraction. However, multiple concealment effects don’t stack ­ you only roll once, at the highest miss chance from concealment. Also, concealment from darkness isn’t effective against creatures with darkvision.

Miss chances not from concealment can stack up on top of concealment, and occasionally stack up with each other, and effects that bypass “concealment” do not bypass miss chances not from concealment. However, they don’t block

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precision damage nor can they prevent targeting. When stacking miss chances, note that they’re multiplicative ­ a 20% and a 50% miss chance together combine to reach 60%.

Items rarely grant this, but incorporeal miss chance works like the latter, except that force effects and Ghost Touch attacks ignore it. These abilities to not ignore other miss chances, though certain other items do (for instance, Seeking arrows). Similarly, check how your DM rules about True Seeing ­ it negates illusions (including, explicitly, Displacement), but does not negate concealment, so what happens if a magic item grants you concealment through an effect that doesn’t mimic an illusion spell?

Finally, technically it’s the defender making the miss chance roll. If you have reroll effects available that don’t specify d20s, you can pair them with a miss chance roll, which in effect turn rerollers into an extra miss chance equal to your final actual miss chance. (Concealment + Displacement is a 60% miss chance; adding in a reroll raises it to an effective 84%).

* +1 B Blurring armor (MIC) 3/day swift, concealment for 5 rounds.

* +1 B Displacement armor (MIC) 1/day swift, 50% miss chance for 5 rounds, not concealment­based. Included for comparison to Blurring, which in general I’d find a better investment (but they do stack).

* +3 B Gleaming armor (XPH) Permanent concealment. Weird cosmetic effect, and arguably replaced with Greater Blurring.

* +3 B Greater Blurring Armor (MIC) At­will swift, concealment, 1 minute.

* +1 He Smoking weapon (LoD) 3e ability. The square you’re in is basically a Stinking Cloud (concealment; it’s not big enough to provide total concealment) that doesn’t interfere with you ­ it can be used to nauseate others in the square as well (i.e. grapple). Undercosted.

6 2000 Th Torc of Displacement (MIC) Inexpensive (charged) and immediate­action concealment for 1 round. This is your entry­level miss chance. The miss chance varies from 20% to 40% with charges.

9 4400 Hd Shadowy Diadem (Dmag) 3/day swift, for 1 minute each, grants concealment and also blocks energy drain. Shuts down early if you enter a level 3 [Light] effect (but works in natural bright light). The generous duration, swift activation, energy drain defense, and low price make this a good baseline miss chance to aim towards.

9 4500 He Mirror Image wand Also a good candidate for eternal wands. This isn’t a true miss chance, but it may as well be ­ creatures pick one of the 1d4+1 images at random when aiming at you, and if it’s an image, the attack’s negated. This functions independently of miss chance and checked before seeing if you’re hit, so the chance of hitting is multiplicative, similar to an actual miss chance (except one that drops when attacked). Consider it a miss chance of 1­(1/(number of images+1)), or 50%­83% (average 75%) at minimum CL. Notable in that it will cause targeted spells to fail if they roll poorly, but successful targeted spells won’t cause the miss chance to drop ­ only attacks (including rays) will do that. However, “attacks” that hit an area or all targets in an area (such as Whirling Blade) will cause all the images to pop at once.

10 5500 Sh Shadow Cloak (DotU) An outstanding (and certainly undercosted, possibly broken) item that also provides for tactical teleportation. Provides concealment for 1 round as an immediate action. However, it can only be triggered when attacked in melee.

11 8000 R Ring of Entropic Deflection (MIC) If you end your turn 10’ further from where you started (unlike Skirmish, it activates even if you teleport), you automatically get a miss chance vs ranged attacks (including rays) for 1 round. It’s not concealment­based. By default, this is 20%, but if you wear any item that improves your Speed, this is a 50% miss chance.

11 8000 NA Shadow Sibling (MoE) Immediate action, daily uses equal to your Constitution modifier (minimum 1). The miss chance is 50%, concealment (not total), and specifically ignored by anti­incorporeal attacks. Slotless, and also provides a bonus on Hide checks; technically it can be

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attacked under Attack an Object or if you roll a 1 on a save, but its own incorporeality is an uncommonly good defense for a symbiont. Usually Lawful Evil, but only Ego 2.

15 24000 Sh Minor Cloak of Displacement The major version isn’t worth it. Curiously, though the miss chance is only 20% and you can still be targeted, you otherwise function as if you had total concealment. The two conditions really only differ on those two points, so although you functionally have concealment, any enemy ability specifically foiled by total concealment will be foiled by this.

16 27000 R Ring of Blinking At­will standard, Blink for 7 rounds. Blink is an odd duck as far as concealment goes, giving you 50% most of the time, 20% against some opponents, and automatically reduce AoE damage by half, in exchange for accepting a 20% miss chance on your own attacks unless you can hit both ethereal and material targets. It also provides some mobility options.

Defenses ­ Mind Blank

Mind­affecting effects can really ruin your day. These include fear, morale penalties, and almost the entire Enchantment and Telepathy schools. Curiously, defenses against some of these subsets are pretty common, but defenses against “mind­affecting” will hit them all, so they tend to be better deals.

Mind Blank itself is actually far stronger than simple blanket immunity to mind­affecting: It also renders you immune to divinations, which becomes more and more useful as your levels increase and your foes get access to better scrying.

Be advised that immunity to mind­affecting is a double­edged sword: any Morale effect is mind­affecting, which means that people under Mind Blank can’t be buffed with Inspire Courage. If you adventure with a bard, consider bonuses to saves or triggered immunity instead of blanket immunity.

8 4000 Varies Protection from Evil charm (custom continuous item) Not truly Mind Blank and one of the few custom items here, included because it will stop all attempts to exert mental control on you, even if the effect isn’t actually [Mind­Affecting] (it’s that loosely worded), and this protection extends to all alignments. Most appropriate slot is probably Throat (as a talisman) or Held (as a holy symbol).

11 8000 He Talisman of Undying Fortitude (MIC) Provides most undead immunities for 3 rounds twice a day. This includes blanket immunity to mind­affecting, plus a whole host of other defenses. However, it’s held.

11 8000 Hd Mindvault (MIC) Mind blank for 1 round as an immediate action, but you’re dazed during that round. If you can get immunity to daze, this is amazing.

12 10000 NA/B Greater Crystal of Mind Cloaking (MIC) +5 Competence on saves vs mind­affecting, and has a 1/day immediate reroll after learning you failed a Will save. These abilities, plus the slotless nature, make it a bargain. The weaker versions might be worthwhile if you’re desperate for basic mind­affecting boosts, since they’re all Competence, but the prices are a little high (500/+1, 4000/+3) and they lack the reroll. Still, compare to the Mask of Mental Armor (4k, +3 resistance (i.e. won’t stack with your Cloak of Resistance), takes up a Face slot) and the gems come out on top.

12 10000 Fa Crystal Mask of Mindarmor (MIC) NOT to be confused with the Mask of Mental Armor, the Crystal Mask of Mindarmor is a +4 insight bonus on all Will saves, which thus stacks with the mind cloaking gems if the effect is mind­affecting.

21 120000 Fa Third Eye Conceal (MIC) Permanent mind blank. This is what you’ll pay to get such an effect.

26 200800 Hd Cowl of Warding (MoF) SUPER expensive, but it also comes with Freedom of Movement and Spell Turning, being an ultimate no­sell.

Defenses ­ Lock Conditions

A lock condition is one that prevents you from freely taking actions. Stunned, Frightened, Dazed, and so on. General Mind­Affecting immunity is covered via Mind Blank; basic locks to movement (such as Entangle) are handled via Freedom of Movement. Everything else falls under here.

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3 600 Ft Boots of Agile Leaping (MIC) The most common “lock” condition is Prone, and neither Mind Blank nor Freedom cover for it. These boots and 5 ranks of Balance will let you stand as a swift action without provoking any number of times; skill tricks for this exist but are 1/encounter. Also allows Dex to Jump: it’s a mobility aid for the speedy.

4 1000 Ft Boots of Landing (XPH) Slightly contentious, but you land on your feet no matter how far you fall. Say, if you’re tripped, instead of landing on your back, you land on your feet ­ you might be immune to Prone with these.

7 3000 Fa Third Eye Clarity (MIC) Immediate­action immunity to stun, daze, confuse, and fascinate, once per day. Excellent bargain, and one of the rare ways to get actual Daze immunity. This is an extremely popular item: Some people buy several and switch them out for fresh ones on use.

10 6000 Th Periapt of the Sullen Sea (MIC) You can hold your breath for 12 hours (yes, hours); while intended to be used underwater, it also prevents inhaled threats, like noxious gases which all too often cause Nauseate (a nasty lock condition). Also allows 2/day casting of Freedom of Movement (if you have 4th level slots to sacrifice), and part of a set with no specific market (the Raiment of the Four), alongside the Belt of Wide Earth.

11 8000 He Talisman of Undying Fortitude (MIC) Provides most undead immunities for 3 rounds twice a day. These include mind­affecting, stun, paralysis, fatigue/exhaustion, anything requiring Fortitude saves (as written, it even blocks Fortitude (Object) saves, though that’s clearly not the intent) and a few others (but not daze immunity). However, it’s held.

14 15000 Sh/He Banner of the Storm's Eye (MIC) Immunity to fear, stun, and confuse in a 20­foot aura. Can be held or used in a shoulders slot by mounting it to your backpack; slightly heavier if slotted.

Defense ­ Death and draining * +1 B Death Ward armor (MIC)

1/day immediate, totally blocks one [Death] or negative energy effect. * +4 B Soulfire armor (BoED)

The gold standard for protection from You Just Die effects, it’s permanent immunity and then some. Could only be better if it were [Synergy], and thus available in installments.

9 4400 Hd Shadowy Diadem (DMag) 3/day for 1 minute each, grants concealment and also blocks energy drain.

9 5000 NA/B Greater Crystal of Lifekeeping (MIC) Continuous +5 on saves vs death or energy drain, and a 1/day immediate reroll if you fail such a save. Slotless and an amazing bargain. The cheaper forms lack the reroll and have smaller bonuses (+1 for 500, +3 for 1000).

11 8000 He Talisman of Undying Fortitude (MIC) Provides most undead immunities for 3 rounds. However, it’s held.

Defense ­ Other Magic

This section includes other ways to foil enemy magic. This includes energy resistances, Spell Resistance, and specific counters to common magic.

* +2 B Energy Immunity armor or shield (MIC) Immediate action 1/day, but total immunity to any single energy type (except Sonic) for 1 minute. Surprisingly good buy given the effects and how you can wait until literally the last second to choose the energy type. The Cloak of Elemental Protection is better in most cases, but if the elemental damage being thrown about is Wave Motion Gun caliber...

* +4 B Radiant armor (MIC) It’s expensive, but can be an economical way to get universal energy resistance 10 without action demands. Radiates light for a while, so doesn’t support some stealth.

3 500 NA/Sh Clasp of Energy Protection (MIC)

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Continuous resistance 5 against one fixed energy type, including Sonic. (prevents up to 25 per day). Requires a shield, but is very cheap for the effect. The improved versions (1500 for 10/50, 3000 for 15/75) can also be worth it, if you expect to face a specific energy type.

4 1000 Sh Cloak of Elemental Protection (MIC) Immediate action, 1/day resist 10 to any single energy type (inc. sonic) for an 1 round. For the cost, it’s a lifesaver at the low levels and remains useful as an add­on later.

5 1350 He Salve of Minor Spell Resistance (MIC) Activate for five minutes of SR 17. Although it is clearly an oil of some sort, there’s no listed limit on uses per day and nothing except the name suggests it’s a consumable. The SR:GP ratio is unmatched in either case.

5 1500 Th Brooch of Shielding A reasonably inexpensive way to foil Magic Missile, if you’re dealing with lots of people spamming it. The Shield spell does it better, but anyone can use this and it doesn’t require an action.

10 +6000 He Spellblade weapon (PGtF) As long as it’s wielded, you’re immune to one specific targeted spell (chosen at time of creation, with no limits!) ­ and, furthermore, if it blocks such a spell, you can reflect it to a new target as a free action next round. (If it blocks the spell multiple times, it appears to allow each to be reflected independently. It is unclear what happens if you are but one of many targets ­ i.e. if a Spellblade blocks the arc from Chain Lightning, can the wielder fire off an entire Chain Lighting (with new arcs) next round, or just the arc that would have hit him? Check with your DM, because your team can exploit this property! While you’re at it, confirm how “spellblade tennis” works ­ reflecting multiple copies of the same spell between two spellblade wielders, and then as a free action launching any number of the copies at a foe when needed.) Listed here because it’s generally useful, but perhaps the best spell to pick is Greater Dispel.

11 7500 R Ring of Mystic Defiance (MIC) 3/day immediate, reduce incoming spell damage by 10. Also, if you’re wearing an Intelligence or Charisma booster, this ring gives an insight bonus on Fortitude saves against spells equal to half the bonus of the booster (max +3). Since you’re buying the boosters anyway, the biggest concern is competition for ring slot items on casters.

17 38000 Th Scarab of Protection SR 20. This is the cheapest I could find for blanket SR high enough to matter when you can afford it. (Most other SR is overcosted and irrelevant when you can afford it.)

26 200800 Hd Cowl of Warding (MoF) Provides Spell Turning (6 spell levels per day) while worn. SUPER expensive, but it also comes with Mind Blank and Freedom of Movement, being an ultimate no­sell.

Special ** Regalia of the Phoenix set benefit (MIC) Only useful against fire, but the benefit’s nice. With two items, you get 5/day Fire Resist 5 that automatically activates whenever it would help. With three, you get 5/day Fire Immunity with a similar activation; the Fire Resist still kicks in once the immunity is exhausted. How often are you hit by that many fire effects in one day? Now consider that two of the items (Raptor Mask and Phoenix Cloak) are already on this list, and a third (the Crown of Flames) is a bargain for its effect (but not a must­have). You won’t buy the set for this benefit, but if you’re buying the items on their own, you’ll appreciate this.

Special ** Raiment of the Four set benefit (MIC) Every item after the first that you put on gives you Resist 5 against another common energy type (Cold, Electricity, and Fire), and ­ critically ­ these resistances stack with other resistances. You won’t be buying the set for this purpose, but the items are cheap and their benefits exceed their costs most of the time. Three of the four are on this list.

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Mobility Unrestricted movement is very useful for just about anyone. Not only does it let you position yourself for a clear shot at your enemy (in melee or at range), it also lets you freely position yourself where the enemy isn’t. This is the main reason most people avoid heavy armor. Mobility ­ Normal Movement

Most of these work on enhancing your normal movement. They may or may not apply to other movement modes. A few spells allow you to move at double speed, which would also multiply bonuses from these. An increase to base Speed will also improve the Jump skill (+4 per 10 feet over 30’) and, indirectly, the Tumble skill (you move at half speed while tumbling).

* +1 B Mobility armor (MIC) Gives the Mobility feat. Of questionable value but worth a mention.

3 500 Th* Chronocharm of the Horizon Walker (MIC) 1/day swift, move half your speed. The cheapest swift­action movement around, and the opportunity cost of hanging on to it when better options are around is minimal. Takes a day to attune to the wearer, so you can’t buy spares, but can share the throat slot with any number of other, different, chronocharms.

3 500 Th* Chronocharm of the Fateweaver (MIC) 1/day immediate, reroll any Balance, Climb, or Tumble check; seeing as for many of these, failure might mean a long fall, this doubles as a lifeline. Takes a day to attune to the wearer, so you can’t buy spares, but can share the throat slot with any number of other, different, chronocharms.

3 600 Ft Boots of Agile Leaping (MIC) Jump is the only normal movement skill that’s not based on Dexterity (Swim isn’t either, but it’s situational). These boots fix that. They’re also the only way I know of to stand from prone (without AoOs) as a swift action at will (it’s doable once per encounter as a skill trick), which makes some tactics ­ notably crossbow use ­ more interesting.

4 900 Ft Acrobat Boots (MIC) Cheap charged speed boost. If you rely on closing to melee range, these are a great cheap purchase around level 3 or so, but quickly lose their value.

6 2000 NA Tooth of Savnok (ToM) (Medium/Heavy only) Provides dwarven movement to non­dwarves and is slotless.

8 3500 NA/B Crystal of Alacrity (MIC) (Medium/Heavy only) +5 speed, slotless armor crystal, and a Morale bonus (very rare bonus type for speed). It’s also part of a set (the Five Virtues), marketed towards knights. Set benefits are mediocre, but the items themselves are cheap and really good at their job.

8 3500 Ft Quicksilver Boots (MIC) 2/day Swift, allows you to move your speed ­ even over water, and you have concealment against AoOs. Slightly expensive for the uses/day, but it’s still reasonably cheap swift­action movement. Excellent for bailouts if combined with +Speed effects.

10 5500 Ft Boots of Striding and Springing Gold standard in the PHB: +10 Speed and +5 Jump (competence). You get a bit of a better deal than expected when factoring in speed mods to Jump: the final mod is +9 for 30’ speed races, and +11 for 20’ speed races..

11 7000 Ft Boots of Skating (XPH) This version gives +0 speed if moving uphill, +15 if on flat ground, and +30 when moving downhill. The MIC has a version that seems to replace this, but isn’t as good (the same price, but it’s +0/+10/+20). Does NOT ignore difficult terrain.

12 9000 Ft Sandals of the Light Step (MIC) +10 speed, ignore difficult terrain, can’t be tracked, and has a daily use of Water Walk ­ excellent overall item, though slightly expensive. It’s also part of a set that appeals to anyone who fights on the move. Notably, every other item in the set (the Fleet Warrior’s Array) is on this list. The set benefits are minor but appreciated; two items gives you a half­strength Mobility effect, while three is a tactical teleport.

Mobility ­ Flight

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At lower levels, flight is usually of short duration, most useful for getting melee characters into the sky ­ without it, they’d literally be dead weights against foes they can’t reach. At higher levels, with longer durations, you can also use it to turn the tables on earthborne foes with your mages and archers ­ as well as the usual overland movement if it lasts long enough.

In most cases, you really need to pay attention to maneuverability ratings, as they’re pretty much the only point in 3.5 where “facing” has any meaning ­ “Average” maneuverability is pretty common, and they can’t fly straight up nor make sharp turns, and have a minimum forward speed. “Good” maneuverability ignores most of this, and “Perfect” is, well...

2 300 NA Tattoo of Psionic Levitate It’s slow and single­shot, but it’s also usable with your hands full and with just a thought, and it’s perhaps the cheapest way to get something resembling flight for an encounter.

9 4500 He Swift Fly wand (SpC) Think of this more as a turbo­charged Jump effect. Know your maneuverability rules, and don’t worry about landing (it functions as Fly, which includes a soft landing effect). A poor primary choice, but a good fallback if your game is predominantly ground­bound.

12 8160 B Owlfeather Armor (MIC) Surprisingly economical for a purpose­built armor ­ 3/day Swift, Fly 40 (good) for 5 rounds. It also has a few other abilities (passive and active) that appeal to druids and rangers, and works in wild shape.

13 13000 Fa Winged Mask (MoF) CL 5 Fly (60, good, soft landing) at will. If you don’t mind reactivating every few minutes and if the book’s open, this is a good entry point for nigh­continuous flight.

14 17000 NA Broom of Flying If MoF or your face slot aren’t open, this is a good entry point for effectively continuous flight. The speed is lower (40, or 20 if the rider’s 200­400 pounds; Average), but it can also be commanded verbally up to 300 feet away (even if it can’t hear the command word, apparently); once active, it’s the broom moving, not you, so it doesn’t seem to eat up your move action. It also has a long­range autopilot, which, curiously, does not require you to know where you are in relation to the destination, so it can possibly double as Find the Path. Has an effective maximum range of about 41 miles each day.

15 20000 NA Carpet of Flying, 5x5 Continuous flight at 40’ (30’ speed if 200­400 pounds; Average), and it can be controlled from anywhere within earshot. Exchanges the broom’s autopilot for no range limit and the ability to hover, despite its average maneuverability. Like the broom, it’s moving, not you.

18 50000 Sh Phoenix Cloak (MIC) Continuous flight and Perfect maneuverability, set to your land speed (so it benefits from the Normal Movement abilities above). Also part of a set (the Regalia of the Phoenix), appealing to Charisma­based characters. The set benefits are actually quite good, and the Raptor Mask is on this list already.

21 118000 R Ring of Solar Wings (BoeD) SUPER expensive, but perfect maneuverability at insane speeds (120’).

Mobility ­ Tactical Teleports

A tactical teleport takes you directly from Point A to Point B on the same battlefield, and is typically used if obstacles or foes are between the two, or if you’re needing an escape from a grapple, lockdown, or similar trap. These are all limited by line of sight and line of effect unless otherwise noted, and teleportation does NOT provoke AoOs (though occasionally using the item might). Boilerplate usually lets you bring your gear with you, but not other people, and you must aim for a free space.

Long­range teleports (starting with Teleport, typically) are more of a strategic option, except when used to do a quick insertion or emergency escape. Realistically, I’d only consider this tactical if you’re using it to pursue enemies attempting a teleporting escape.

Also, countering teleports generally can’t be done through equipment ­ you tend to use spells when warding off an area (Private Sanctum, Forbiddance, Dimensional Lock), defending from insertion or interfering with tactical teleports while on the move (Anticipate Teleportation and its greater version (SpC)), and denying teleport escapes (Dimensional Anchor, Trace Teleport (XPH)). Custom items based on these spells are usually possible, though.

Finally, watch out for teleports that specifically function as Dimension Door, or modifications thereof. It’s a great spell, but using it prevents you from taking any more actions during the turn. It won’t interfere with immediate actions nor the actions of people you bring with you, but it does stop you from using tactical teleports aggressively.

3 750 He Wand of Benign Transposition (SpC)

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Lets you switch two allies’ locations (you can be one of them) within 110 feet (measure from you, not from each other). Particularly useful as a readied action with some teamwork. Mentioned here because it lets you cover for an ally, depending on action availability, and because it’s not limited by line of sight or line of effect (you need both to each target, but they don’t need either between them). It’s also several orders of magnitude better than the Transposer Cloak and Rod of Transposition (both 3/day, 30­foot swap items for 6000), provided you can activate it.

3 750 He* Panic Button: Escape (CScn) A literal button that gives you a single 30’ teleport as a swift action. Does NOT require line of effect, but does require line of sight. If you’re not wearing armor, it’s always considered “in­hand” (sewn on your clothes and in reach). Can be used on an another target (even an unwilling one) as a standard action with a ranged touch attack and a terrible range increment.

5 1400 Ft Anklet of Translocation (MIC) The gold standard, a 2/day swift 10’ teleport. As a command­word item, it doesn’t provoke AoOs. Buy spares, switch ‘em out between combat.

7 3000 Ha Shadow Hands, Novice: Shadow Jaunt (ToB) Standard action, but 50 feet and recharges each encounter (which is ideal for dungeoneering, as that’s 1/minute). Flavored as a flash step. Also interesting in that it’s Extraordinary (but it still has the Teleportation descriptor) ­ nothing stops you from teleporting into an AMF (but not out of one, since the gloves themselves shut down).

9 5000 Ft Boots of Swift Passage (MIC) 5/day, move action, 20 feet. The action type and generous helping of uses for the cost make it noteworthy, even if the range is less than stellar. Command word, so no AoOs.

10 5500 Sh Shadow Cloak (DotU) An outstanding (and undercosted, and possibly broken) item that also provides for miss chance defense. Allows a 10’ teleport as an immediate action. However, it can only be triggered when attacked in melee.

10 6000 Ft Boots of Big Stepping (MIC) 3/day, standard, 60 feet, doesn’t need line of sight or effect (it works as Greater Teleport). Also comes with a continuous +2 CL to your teleportation spells.

11 8000 W Belt of the Wide Earth (MIC) Only useful if you’ve got 5th level slots, but it lets you use those slots to cast Teleport (at your CL if it’s better than 9) twice per day. Not technically a tactical teleport, but notable because this is ludicrously cheap as far as items that “buy” known spells go. It’s cheap enough to buy multiples, if you’re using it more than twice per day. Also doubles carrying capacity, which also controls how much stuff you can take with you on most tactical teleports. Finally, it’s part of a set without a specific market (the Raiment of the Four); the set benefits are desirable (they’re mostly stackable energy resists), and the other items are pretty cheap. The periapt’s on this list as well.

Mobility ­ Freedom Freedom of Movement, specifically. This renders many enemy lock effects, notably grappling, completely invalid.

7 2600 Fa Third Eye Freedom (MIC) 1/day immediate, 1­round. A dirt­cheap panic button.

10 6000 Th Periapt of the Sullen Sea (MIC) Only useful if you have 4th level slots, but 2/day lets you give up one of those slots to cast Freedom of Movement (without an AoO, since it’s an item activation, not an actual casting). Only on this list because it’s very cheap for items that “buy” known spells, and because it’s part of a set (the Raiment of the Four) with the more­useful Belt of Wide Earth. Also almost removes your need to breathe; while clearly intended to be used underwater, it also works against inhaled toxins.

13 12000 To Vest of Free Movement 3/day swift, but for 3 rounds each time. Also part of a set ­ and all of the other items in the set (the Fleet Warrior’s Array) are on this list.

17 40000 R Ring of Freedom of Movement Expensive, but continuous.

26 200800 Hd Cowl of Warding (MoF)

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SUPER expensive, but it also comes with Mind Blank and Spell Turning, being an ultimate no­sell.

Mobility ­ Other 4 1000 NA/B Lesser Crystal of Aquatic Action (MIC)

Cheapest way to get a swim speed. Pair with the Periapt of the Sullen Sea for bargain diving suits. The least crystal also helps any armored character in an aquatic game.

6 2000 Ft Boots of the Battle Charger (MIC) 2/day swift, pick one: Charge as a standard action (half max range), or (if you wear a Dexterity booster) ignore difficult terrain and ally­occupied spaces while charging.

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Support Generally, these abilities all make you a bit more badass at something you already do. Support ­ Vision / Detection

If it bleeds, you can kill it, etc. etc…. unless you can’t see it. If you can’t see it, you can’t target it, and you’re reduced to playing whack­a­mole with easily­blocked AoE effects or using sensory skills (which can eat up actions on repeat use).

0.5 NA He Bag of flour or sawdust A classic ­ doesn’t actually improve vision, but looking for footprints can allow you to pinpoint invisible foes, and looking for gusts can detect certain flyers.

0.5 10 Fa Sundark goggles (RotD) Mundane, blocks Dazzled. Normally meek, but some races were “balanced” by having Light Sensitivity (dazzled in bright light), which may as well say “­10 starting GP and suffer Corey Hart references”.

2 300 NA Tattoo of Detect Hostile Intent (XPH) I don’t normally list these, but DHI is unique ­ you’ll know if anyone within 30’ has any violent intentions, as well as their direction from you, as long as they’re not mind­immune. It also penetrates barriers and gives you free­action Sense Motive checks. On the list because it’s obscenely hard to hide from ­ if short­range.

2 300 NA Tattoo of Touchsight (XPH) Touchsight is like blindsight 60 (augmentable), but it’s distinct enough that anything which references blindsight won’t block it. Slow, but useful panic button.

3 500 Th* Chronocharm of the Celestial Wanderer (MIC) 1/day, immediately reroll any Spot or Listen check. It’s hard to know when one will really matter, but this helps cover for low rolls in tense situations. Takes a day to attune to the wearer, so you can’t buy spares, but can share the throat slot with any number of other, different, chronocharms.

8 3500 Fa Raptor's Mask (MIC) Inexpensive immunity to Blindness (a nasty condition) and dazzling, and an untyped +5 bonus to Spot (consider that this is only 1000gp more expensive than a normal +5 competence bonus and would stack with that). It’s also part of a set (the Regalia of the Phoenix) with the Phoenix Cloak, and the set benefits aren’t bad.

8 4000 Fa Goggles of the Golden Sun (MIC) Immunity to blindness and dazzling. Exchanges the Raptor Mask’s Spot bonus for the ability to cast Fireball by sacrificing a 3rd level slot twice per day. Part of a different set (the Raiment of the Four), with other items that are mostly on this list (i.e. the Belt of Wide Earth). The set benefits are small but appreciated, and the items are inexpensive.

9 4500 Fa Gem of the Glittderdepth (MIC) 30’ blindsense and +2 Wis enhancement on the cheap, but it’s a relic for Garl Glittergold.

11 8000 Th Hand of Glory 1/day See Invisibility, 1/day Daylight. Also, you get an extra Ring slot. Amazing bargain.

12 9000 Fa Blindfold of True Darkness (MIC) True blindsight (rare in 3.5) out to 30 feet and immunity to vision effects like gaze attacks, but you’re blind while you wear it.

16 +30000 He Blindsighted weapon (Und) Blindsight 30 while wielded. Flat GP cost. If you can afford it, and if the book is allowed (it’s 3e), it’s great for always­wielded gauntlets or spikes, and doesn’t increase the price for your next enhancement if it’s on your primary weapon.

18 55000 Th Dragon's Eye Amulet (MIC) Continuous Blindsense 30, and also comes with +10 Search and Spot (competence).

Support ­ True Seeing

Illusions can really work you over, be they invisibility or walls or Mirror Image. This no­sells the entire school. 8 3400 Hd Scout's Headband (MIC)

Ultra cheap. For True Seeing, it’s 1/day standard for 1 minute. Also includes darkvision and See Invisibility options, and +2 Spot (competence).

10 5500 Fa Eyes of Truth (MIC)

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1/day swift for 1 round, includes +5 Spot (competence). The activation type makes it competitive with the Scout’s Headband.

14 16000 He Runestaff of Vision (MIC) Only useful for spellcasters, but it’s reasonably cheap as far as runestaffs go.

17 36000 He Truelight Lantern (MIC) Notable in that the True Seeing effect covers an area ­ anything in a 60’ cone is visible by all viewers as if they were using True Seeing. It’s 1/day on its own, but it can also alter other True Seeing spells you cast. Also, although it’s held, like other lanterns you can set it down after activating it and have it still work. This is a great “team” purchase.

19 75000 Fa Hathran Mask of True Seeing (UE) Continuous True Seeing, no questions asked. Cheaper than the DMG suggests, but 3e.

Support ­ Dispel and counter­dispel

General +CL gear is still important: Caster Level increases make your dispels more effective and make your spells harder to dispel, on top of improving your other spells. Most kinds of Dispel spell ­ including the lower­level noncore ones like Dispelling Touch or Arcane Turmoil ­ benefit from boosts to dispel checks, and most of these items directly improve the check even if it’s capped out (i.e. a Dispelling Cord can cause a Dispel Magic to check at 1d20+12, instead of just +10).

* +2 He Greater Dispelling weapon (MIC) 3/day (or 6/day, it’s unclear if the regular Dispelling uses are cumulative) swift, on hit, CL 15 targeted Greater Dispel. Available long before level 15. Provides an excellent way for your meleeist to save your caster the action of a dispel. Actually a synergy ability with Dispelling (+1), so you can buy this in installments.

4 1000 W Dispelling Cord (MIC) 5/day swift, +2 to any dispel checks for your turn. Best bargain for dispel around.

8 4000 R Ring of Counterspells Set this to hold Dispel Magic, and it will block it outright if targeted at you. Works once, but easily reloaded.

10 6000 R Ring of Enduring Arcana (MIC) Give this to your buffer or summoner. It increases their spells’ dispel DCs by +4 as a continuous effect. It doesn’t care where these spells are, or where the dispel’s aimed ­ it’s like +4 CL for anti­dispels.

10 +6000 He Spellblade weapon (PGtF) As long as it’s wielded, you’re immune to one specific targeted spell (chosen at time of creation, with no limits!) ­ and, furthermore, if it blocks such a spell, you can reflect it to a new target as a free action next round. Can hold any spell, but used here to block and reflect Greater Dispel. WON’T block area dispels (i.e. Disjunction). See above for more on this ­ it’s versatile.

13 12000 R Ring of Spell­Battle (MIC) Instantly aware of any spellcasting within 60 feet, no questions asked. 1/day, as an immediate action, can attempt to counterspell it (as if using Dispel Magic) or retarget the spell within 60 feet. This second effect is almost impossible to come by otherwise, and can save your bacon if you return a Disjunction to sender.

14 16000 R Ring of Greater Counterspells (MIC) This functions as its lesser cousin, but can block Greater Dispels. It also has a secondary counterspell ability that works like an immediate Greater Dispel (+20 cap) on its own (but ask for clarification on “any level”). For the price, it’s astonishingly good.

14 16632 Varies Dispelling Buffer (XPH) (1/day, 11 hours) This is a command­thought custom item, used as an example of how to apply this excellent power. Every buff on the target has +5 to its dispel DC, and Dispelling Buffer is explicitly checked last if subject to a targeted dispel. Torso or Waist are perhaps the most appropriate slots for this.

15 25000 He Magic Siphon (MIC) Expensive, but provides a 1/day targeted CL 15 Greater Dispel against every target adjacent to you as a standard action. Can really ruin an enemy team’s day if your (enlarged) meleeist uses it at the right time.

15 25000 Th Antimagic Torc (Und)

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1/day Antimagic Field centered on the wearer (not sustained by the torc; it won’t interfere with itself). The cheapest way to get this astonishingly strong effect (compare BoED’s antimagic manacles, at 132,000, though those are continuous). 3e, so possibly barred.

Support ­ Scrying and Info­Gathering

Forewarned is forearmed. These objects can let you know what’s coming up, or can cut straight through spaghetti­ball mysteries if used appropriately.

5 1350 He Scry Shard (MIC) Clearly, this item is supposed to replace the less­portable foci for the Scrying spell ­ 2x4 silver mirrors, holy water fonts, and natural water pools don’t pack light. However, as written, it allows barbarians and the like to cast Scrying with no real limit on its use. Clearly a typo (but its intended use makes a great spell more practical, anyway).

6 2000 Ha Gloves of Object Reading (XPH) At will use of a 2nd level discipline power regardless of class for 2000gp is a bargain, but when you see that the power gives you knowledge of the last two owners of whatever object you pick up (race, gender, age, alignment, and how they got and lost the object), you’ll be super­sleuthing it in no time.

6 2205 He Dorje of Clairvoyant Sense (XPH) The Seer list has a few really good effects on it, including this great way to see into other rooms or enemy camps without being detected yourself. Also doubles as a basic spy tool, and works wonders if you happen to have a map of the facility in the first place. The cost is as low as it is because, as per the psicrown of the astral legion, it has a ­30% cost modifier for requiring a specific class to use.

13 10180 Fa Third Eye View (XPH) Remote viewing once per day, usable by anyone without the XP cost. In several ways this is better than Scrying, as the quasi­real viewpoint you create can be used to communicate. The ML is only 7; if used to remotely deliver a power, you’re limited to 3pp. A crystal ball is better for spamming, but this is available much sooner.

14 16200 Fa Crystal Mask of Otherworldly Gaze (CPsi) Gives you a single daily use of the ethereal agent power (basically, a camera that moves independently on the ethereal plane and includes darkvision and blindsight) for up to 90 minutes. You have to concentrate to maintain the agent or direct it to move, and it fades if you go without concentrating for 5 rounds.

15 24000 Fa Third Eye Sense Clairvoyant sense at will. A dorje’s much more cost­effective if you can activate it, but this can be used by anyone and spammed something fierce.

15 25000 R Ring of X­Ray Vision NOT a tactical sensor device, since it limits vision range to 20 feet while active, but it does allow free vision into the next room or treasure chest or really anything, blocked only by divination barriers. Toggle it in short bursts and you’ll never hit the 10­minute threshold, and after that, Con damage is easily healed at any level you can afford this.

Support ­ Tool Use

Sometimes you need to get some other tool to bear quickly, as it won’t be in your hand ready to fire exactly when you need it. These items make you a better tool user. Additionally, the extradimensional options let you carry more loot and gear while staying under a light load, in effect aiding your mobility as well.

0.5 12 NA Mule and saddlebags The mundane, super­cheap method for carrying a lot of excess cargo.

1 +100 He Wand Chamber modification (Dungeonscape) Slot a wand into this, and any time you’re holding the weapon or shield, you’re also “holding” the wand. Perfect for swift or immediate action wands (like Nerveskitter), particularly if paired with always­on weapons like gauntlets. TWFers in particular will appreciate these ­ it’s like buying two spare hands. These can also be slotted into rods (maces) or staves (double weapon).

2 300 NA/He Least Crystal of Return (MIC) Buys you the Quick Draw feat for whatever masterwork weapon you’ve attached it to.

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5 1800 NA Quiver of Ehlonna This can hold much more than just ammunition (wands and scrolls, say), but it’s the cheapest extradimensional storage space around if you’re willing to work with its limits.

6 2000 NA Handy Haversack TOP PRIORITY. Not only does it hold plenty of stuff, it automatically senses what you’re looking for, making retrieving stored items faster (a single move action instead of a full­round action, and no AoOs). Can’t carry large or heavy items, but most tools? Easy.

7 2800 NA Infinite Scrollcase (MIC) Holds 50 scrolls and allows them to be drawn as part of normal movement. Also provides a bonus to cast defensively. Useful for contingency planning, and better than the haversack for this one specific purpose.

8 3600 Ha Glove of the Master Strategist (Ghost) Functions as a Glove of Storing ­ stasis­locks a held object or pulls it out of stasis as a free action, and also comes with a 1/day True Strike effect. Cheaper than the DMG version, as it’s based on the 3e version.

8 3600 NA Enveloping Pit (MIC) A substantially deeper Portable Hole for a sixth of the price. You have to be within one step of Lawful Evil to use it. Also a relic, but the real power you want it for is its base effect.

9 5000 R Ring of Arming (MIC) It’s like the Glove of Storing, but it affects armor and clothing as well. Can be used to switch between entire equipment sets as desired.

13 11000 W Belt of Many Pockets (CArc) A variant on the haversack that exchanges the ability to hold larger items for always being able to hold your familiar in perfect stasis. Of questionable value unless you really can’t get enough extradimensional storage space.

Support ­ Healing

The numbers afterwards are average total healed. As usual, you almost never want to use these in combat, particularly after level 4 or so ­ we’re focusing on efficiency.

0.5 10 He Blessed Bandage (MIC) / Auto­stabilize, no check, consumable 3 750 He Wand of Cure Light Wounds / 275 in 1­round bursts of 5.5. For cost benchmarking. 3 750 He Wand of Lesser Vigor (SpC) / 550 in 11­round doses of Fast Healing 1. For cost benchmarking. 3 750 He Wand of Lesser Restoration (Paladin) / 125 points of ability damage in 1­round doses of 2.5. 3 750 W Healing Belt (MIC) / 27.5/day over 3 rounds, can burst heal for 18 1/day, no AoOs. 6 2000 Th Amulet of Retributive Healing (MIC) / Copy last healing to self, doesn’t care about type. 6 2300 Th Amulet of Tears (MIC) / Per­day temporary HP (combos very well with drain­to­heal abilities) 8 3100 He Rod of Bodily Restoration (MIC) / Charged, up to 12 points of physical ability damage/day. 8 3100 He Orb of Mental Renewal (MIC) / Charged, up to 12 points of mental ability damage/day. 9 5000 NA/Th* Collar of Healing (MIC) / 50 to animal companion, 1/day, worn by companion. 11 +8000 B Healing armor (MIC) / 14 1/day as a swift action. Auto­triggers if you go negative. 15 +24000 B Greater Healing Armor (MIC) / As Healing, but 28.5/use and 3/day. Requires Healing. Support ­ Stealth

If you’re trying to baffle your enemy unnoticed, this is what you’d want. See also Mind Blank, which will foil divinations aimed at you as well (even if they aren’t mind­affecting, for some reason).

Special mention goes to the Cloak of Khyber spell (City of Stormreach), which causes magical disguises (from Disguise Self to shapechanging effects) to detect as your natural form, including through True Seeing. It only kicks in if you wear the disguise for six hours (though it will adapt to new disguises if you switch during the duration, re­casting Disguise Self doesn’t count as maintaining the same disguise), so it’s only really useful for long­term deep cover effects, but nothing else in the game does this, and it lasts a day per level (which is so long that custom items become disturbingly cheap).

5 1800 Hd Hat of Disguise At­will Disguise Self, a wonderful investment.

8 4000 Sh Scry Shroud (MIC) A fat +5 on saves vs divination (blocks many targeted long­range scans), and, if you manage to spot a scrying sensor, you can immediately become Invisible for 10 rounds. The interesting part is, there’s no limit to the invisibility uses / day (or even uses /

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sensor), nor is it only invisible to the sensor ­ so you can use a cheap Scrying effect of your own to trigger a minute of invisibility. Protection and utility at a bargain cost.

9 4500 Fa Mask of Lies (MIC) +5 Bluff, undetectable alignment, and 3/day disguise self for 50 minutes a shot.

10 6000 Th Shirt of Wraith Stalking (MIC) Continuous Hide from Undead ­ and NO SAVE for intelligent undead. Undercosted, as the spell alone should cost 30k and still allow a save.

11 8000 R Ring of Mind Shielding Blocks common mind­reading spells and alignment detection permanently. Only worth it if you realize that this is how text would have been written during the DMG’s development that should have used descriptors ­ i.e. will it work on Read Thoughts (a psionic power similar to Detect Thoughts, but named differently)?

13 12500 Hd Hat of Anonymity (MIC) +5 Hide, and a continuous Nondetection effect (caster level check DC 18).

17 +40000 B Masking armor (MIC) Continuous Nondetection (DC 25). Not quite sure if the expense is worth it but the DC”s high enough to matter when this is affordable.

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Offense These are largely based around increasing your killing power or improving the odds that you can shut down an enemy. Offense ­ Weaponry

If you’re going to hit stuff with a stick, make sure you’re actually able to hit them, and that the stick hurts. And this is more than just damage!

* +1 He Martial Discipline (ToB) If you can use the chosen discipline, this is the most efficient way to increase an attack roll, period. Particularly true if you’re using a stance from that school. Multiple Martial Discipline effects stack, but due to action demands you can only use three schools at a time (stance, strike, boost), and prolonged use is limited by readied maneuvers.

* +1 He Valorous weapon (UE) In terms of damage:GP ratios, this is potentially the strongest enhancement ever. It’s a simple charge multiplier with no special conditions. However, it’s a 3e book.

* +1 He Bane or Magebane weapon (CArc) These are situational, but against the right foes they’re very efficient. Magebane has the advantage of being common (spellcasters!). Artificers can slap the appropriate form of these onto your weapons on demand ­ in battle, even, using an action point.

* +1 He Holy Surge weapon (MIC) Given the prevalence of evil foes in most D&D games, this is also an efficient increase. 1+Cha/day, it adds +3d6 damage vs an evil target, on top of the weapon’s pre­existing Holy effect (it’s a synergy upgrade to Holy).

* +1 He Aptitude weapon (ToB) An unusual choice that requires DM clarification. These weapons benefit from any weapon­specific ability as if they were the appropriate weapon; if used with an effect that would normally work with it, they get +1 attack. Hard to break if it’s limited specifically to effects that say “choose a weapon” (i.e. Weapon Focus), easy to break if used to cheese specialized abilities (i.e. Lightning Mace, Boomerang Daze/Ricochet) onto better weapons. Even it has limits ­ you can’t use Slashing Flurry with an Aptitude Greatclub.

* +1 He Seeking ranged weapons Completely ignores all miss chances (including concealment and non­concealment alike; basically the only thing listed above under Miss Chance that this won’t ignore is Mirror Image), assuming you’re aimed at the right square. This is a bargain for the cost, but won’t function on melee weapons.

* +2 He Collision weapon(MIC) For non­chargers and archers, this is the most efficient flat­damage boost ­ +5 for a +2 cost. It’s multiplier­friendly, so it often shows up on chargers as well.

* +2 He Blurstrike weapon (RotW) Free action toggle, 10 rounds per day, catches most foes flat­footed for the first attack it makes per round. Not just useful for sneak attacks, since this can also trigger secondary effects based on actual flat­footing (such as the Hand of Death maneuver).

* +2 He Enervating weapon (MIC) Most useful on crit­fisher builds, this is a reliable way to add negative levels to a target. Notable in that such negative levels are no­save, and even though these “don’t last long enough” to result in permanent drain, there’s no reason to suspect a target with as many negative levels as HD doesn’t still die. It’s still a little expensive, but not incredibly so. Its synergy add­ons are less useful except to specialists; both synergies together change this into a +4 that’s disturbingly similar to a rebalanced Souldrinking (DMs, take heed!).

* +2 He Holy weapon It’s the reasoning behind Holy Burst, but applied to a continuous weapon effect similar to Bane. It exchanges an accuracy buff for the ability to bypass DR/Good.

* +2 He Desiccating Burst weapon (MIC) Most useful on crit­fisher builds against warriors, these weapons fatigue targets on critical hits. Fatigue stacks with itself into exhaustion, and both carry significant penalties against any martial character. Defenses against either condition exist but aren’t terribly

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common, particularly on NPCs or monsters, though some creature types are immune. (Actually a +1 ability, but it’s a Synergy add­on to the much less interesting Desiccating ability.)

* +3 He Splitting ranged weapon (CoR) Expensive and requires the Precise Shot feat (the Precise weapon enhancement won’t cut it), but quite literally doubles any ranged attack you make. Most useful if paired with effects that rely on attack rolls themselves. Borderline broken, especially if paired with Aptitude.

0.5 2­4 NA/He Bayonet / Combination Blade (CScn) Allows a bow or crossbow to be used as a melee weapon (bows act as punching daggers, crossbows can act as daggers, shortspears or spears ­ the latter can even be set against a charge), though melee attacks are made at a ­2 penalty (they don’t interfere with ranged attacks). Feycraft bayonets that mimic light weapons make excellent secondary weapons, and pair very well with Wall of Blades; since they’re detachable, if you later upgrade your ranged weapon, the bayonet can transfer over as well. Finally, as a second, separate, weapon, they can also accept weapon crystals of their own.

2 +300 He Elvencraft bow (RotW) Allows a bow to be freely used in melee, as a club or quarterstaff, at no penalty (the main reason you’d use this instead of a bayonet ­ the melee aspect of an elvencraft bow is enhanced separately from the bow itself, but it’s still the same singular weapon, so only one weapon crystal). Ask if it can be combined with Feycraft (they’re both weapon templates, so it might not be possible), especially if you favor shortbows.

4 850 He Wraithstrike wand (chambered) (SpC / CAdv) As a swift action, all your attacks this round are touch attacks. Touch AC is much lower than normal AC in most cases. This tool is generally frowned upon as a result.

5 +1500 He Feycraft weapon template (DMG2) A feycraft light weapon gives you the benefits of Weapon Finesse for it, without the feat. A feycraft one­handed weapon can be used with Weapon Finesse as if it were light. However, feycraft weapons deal damage as if they were one size smaller.

6 +2000 He Sudden Stunning (DMG2) Great if you can get it, but this is potentially overwritten by the less useful MIC Stunning Surge effect. Sudden Stunning stuns for 1d4+1 rounds (Reflex negates) CHA/day, and is a flat GP cost, as opposed to Stunning Surge stuns for 1 round (Fortitude negates), 1+CHA/day, for a +1 equivalent. Stunning Surge isn’t bad, but this outshines it.

7 3000 He Sun Blade (Exp.Ravenloft, or decosted DMG) The Sun Blade counts as a bastard sword or short sword as needed, making it the game’s best off­hand weapon for general use. (Crit­fishers will still favor kukris.)

8 4000 A Gauntlets of War (CCha) If you worship a War deity (you don’t need to have the domain or be a cleric, you just need to follow a deity with the domain), it’s a remarkably efficient 4k for +3 to all weapon damage. If you don’t, it’s +1.

9 4500 He Whirling Blade wand (SpC) Astonishingly useful in many cases, particularly Power Attackers or people who can augment a single normal melee attack up the yin­yang. This affects a 60’ line with a single melee attack, including benefits from Power Attack, Smite, and critical hits. Since it’s an attack, it also interacts well with when­attacked effects, potentially popping an entire Mirror Image line, for instance. Some melee characters can get by with this in place of any distance attack, or even some flying effects. Strong candidate for eternal wands.

9 5000 NA/He Lesser Truedeath Crystal (MIC) Allows Ghost Touch on the cheap whenever you need it. This is one of the most frustrating effects to have to pay for as it’s utterly useless except when it isn’t; the crystal lets you port it to whatever weapons you’re using whenever you need it.

11 8000 Th Flesh Ring of Scorn (MIC)

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NO­action activation, 3/day ­ deals 1d6 damage per crit multiplier to yourself, but automatically confirms a critical threat. Helps make any crit­fisher more feasible, provided they don’t mind nipple rings. (We often refluff it as earrings or somesuch.)

12 10000 Ha Gloves of Taarnahm the Vigilant (PGtF) A cheap way to add Throwing and Returning to any weapon you wield without upping its cost, which allows you to use a melee character in places where terrain and enemy movement won’t allow. The attack is a ranged attack, so Whirling Blade is probably better if you can activate it ­ although you can use a Throwing weapon as an attack action instead of a standard, and over time this is cheaper than wands. Also, Brutal Throw.

14 16000 NA Scabbard of Keen Edges While Keen is arguably more useful, this is a way to get its effect without making your weapon more expensive. Compare its price and the number of weapons you use to Keen’s and see if it’s a bargain.

15 22600 He Energy Bow (online) The best bow in the game, bar none ­ it comes with unlimited 2d6 force arrows (i.e. ignores DR and incorporeal miss chances), automatically adjusts to any Strength bonus, and includes a ranged version of Power Attack (unique in 3.5). If you remove the inherent +2 enhancement, its baseline cost is 14,600, cheaper than a +3 bow. If crafted with Elvencraft or with a mounted bow blade, you won’t need to touch another weapon, ever. Just don’t use it for stealth sniping, since it glows brightly when drawn.

Offense ­ Turning / Rebuking

Only very specialized characters will ever care about turning ­ typically necromancers ­ but when you do care, boosting your effective turning level is the best way to be more proficient at it.

3 750 He/Th Flametouched Iron holy symbol (EbCS) +1 turning level, nonmagical. Works for any faith, and oddly enough even for rebuking. Holy symbols are technically held, but the MIC lists similar items as throat­based.

3 800 To Ephod of Authority (MIC) +1 turning level continuous effect. Also part of a set marketed to paladins (the Vestments of Divinity); they’re situational, but inexpensive.

4 1000 Th Reliquary holy symbol (MIC) Provides 1 to 3 extra turn attempts per day (2 for most characters), on the cheap.

11 7312 He Rod of Defiance (MIC) Projects an aura that causes nearby undead to act as if they have ­4 HD for turning/rebuking.

11 7500 NA* Nightstick (LM) Provides 4 extra turn attempts simply for having it somewhere on your person. In 3e, these clearly stacked with each other, in 3.5, that’s a DM call (probably not).

12 9000 He Scepter of the Netherworld (LM) +3 turning levels while held. Only for the serious turners/rebukers.

12 10000 He Rod of Undead Mastery (LM) Doubles the number of HD of undead you can control. It’s unclear if this works with both rebuking and Animate Dead control limits. Either way, it’s a rebuker’s delight. It’s HELD, though, so consider a locking gauntlet lest you accidentally put it down.

13 11000 Th Phylactery of Undead Turning +4 turning levels while worn. Slightly more efficient than the scepter, but costly. They stack, so if you’re wanting to go all­out as a rebuker, go ahead and pile it on.

21 113600 Hd Shroudcrown (PGtF; the relevant bit decosted is approx. 8000) Expensive, but actually allows you to Turn Undead even if you’re not a cleric. Amazing if paired with Devotion feats, as you no longer need to dip cleric to fuel them. There’s auxiliary anti­undead effects in it that might be removed from it to make it cheaper. One is a full­cost 30,000gp Hide from Undead effect (when the Shirt of Wraith Stalking is better and an order of magnitude cheaper).

Offense ­ Sneak Attack / Ambush 7 3000 Ha Shadow Hands, Novice: Cloak of Deception (ToB)

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1/encounter, 1 round of Greater Invisibility as a swift action. An excellent way of catching foes off­guard on its own, and combines really well with tactical teleports.

10 6000 NA/He Greater Demolition Crystal (MIC) Apply precision damage to constructs, among other goodies.

12 8500 A Bracers of the Hunter (SoX) +5 Hide, +2 Initiative, and +1d6 sneak attack or sudden strike at a reasonable cost.

12 10000 NA/He Greater Truedeath Crystal (MIC) Apply precision damage to undead, among other goodies.

13 10800 Th Collar of Umbral Metamorphosis (ToM) Gives you the Dark Creature template, which comes with a rather incredible speed / stealth buff­suite: Hide in Plain Sight, +10 Speed, +8 Hide, +6 Move Silently, Cold Resist 10, Darkvision 60, and Superior Low­Light Vision. This version lasts 10 minutes per day (minimum 1 minute per use), but a continuous one exists as well (22,000).

14 18000 To Rogue’s Vest (MIC) +2 Competence on Hide, Move Silently, and Reflex, and +1d6 sneak attack. Expensive for the benefit, but the benefit’s rare (and, I think, unique, if you don’t have SoX.)

15 +20000 He Subtlety ability (as per Sword of Subtlety, decosted) Expensive, but a flat cost, and an untyped +4 bonus on both attack and damage rolls made with Sneak Attack isn’t something to be taken lightly, particularly with TWF.

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Miscellaneous If it doesn’t fit upstairs, it fits here. Miscellaneous ­ Buying Feats

Used to pick up a feat’s effect. These are all phrased as “the benefit of the X feat”, so they won’t meet prereqs. Note: Metamagic rods aren't included here.

* +1 B Mobility armor (MIC) (Mobility, light armor only) * +1 He Precise weapon (MIC) (Precise Shot) * +1 He Sundering weapon (MIC) (Improved Sunder) * +1 He Whirling weapon (MIC) (Whirlwind Attack, 3/day) 2 300 NA/He Least Crystal of Return (MIC) (Quick Draw, attached weapon only) 5 +1500 He Feycraft weapon template (DMG2) (Weapon Finesse, templated light weapon only) 7 2700 Fa Panther Mask (MIC) (Run) 7 3000 Fa Corsair's Eyepatch (MIC) (Blind­fight, 1 minute, 3/day) 8 4000 Hd Mask of the Tiger (MIC) (Track) 9 5000 NA/He Greater Crystal of Arrow Deflection (MIC) (Deflect Arrows, shield only) 11 8000 Ha Gloves of the Balanced Hands (MIC) (TWF, or ITWF if you have TWF) 11 8000 Fa Horizon Goggles (CMag) (Far Shot, but also works on rays) 11 8000 Th Hand of Glory (Extra Magic Item Space: Ring [Epic], plus a few SLAs) 12 9000 NA* Battle Bridle (MIC) (Mounted Combat or Ride­By Attack; occupies your mount’s Face slot) 12 9000 Hd Helm of the Hunter (MIC) (Far Shot) 12 10000 R Fanged Ring (DMag) (Improved Unarmed Strike, Improved Natural Attack, Con damage on crit) 12 10000 He Rod of Reversal (MIC) (Improved Counterspell, relic power) 13 12000 Ft Riding Boots (MIC) (Ride­By Attack, improves Spirited Charge if you have Spirited Charge) 13 12000 He Rod of Magical Precision (CMag) (Precise Shot for rays, can also bypass concealment 3/day) 13 12160 B Serpent Armor (MIC) (Combat Reflexes) 13 13000 W Monk's Belt (Improved Unarmed Strike, plus monk damage / AC bonus and scales Stunning Fist) 16 29760 Th Dragonfly Medallion (A&EG) (Improved Initiative ­ actually grants the feat while worn.) Miscellaneous ­ Other * +1 He Spell Storing weapons

Add it to tiny ammo and use it as a melee weapon. Best to think of this as 50 tiny stimpacks, or as refillable super­cheap potions of any 3rd level spell.

0.5 50 NA Masterwork Manacles Can’t be beat for the cost if you’re looking to restrain someone.

1 150 NA Tempo Bloodspike (MoE) A consumable which allows you to take an extra move action once, any time in the next hour. Expecting trouble? Dose yourself with this and you won’t regret it.

2 400 He Qaal’s Feather Token (Tree) Cheaply and instantaneously creates a large tree. You’d be amazed how many problems can be solved with an instant tree.

3 500 Th Talisman of the Disc (MIC) 3/day this creates a Floating Disc beside the wearer. This enables some wonderful teamwork plays ­ it lets the wearer move, and also reposition the teammate on the disc.

3 500 NA Magic Bedroll (MIC) Hostile environment shelter and healing station, cheap enough for a party to buy early on in environmental games.

3 500 NA/B Crystal of Adaptation (MIC) Protects against temperature, alignment, or positive/negative energy traits. Cheaper than Adapt Body or the like, and easily swappable when needed.

4 1200 Sh Travel Cloak (MoF) Continuous Endure Elements + rain protection, supplies three days worth of trail rations and two gallons of water per day, and can become a tent with the same environmental protection. Nothing too fancy, but appreciated and lightweight.

4 1200 Th Badge of Valor (MIC)

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Stackable increase to Inspire Courage ­ and, unlike Inspirational Boost, you can trigger this the round after you sing, so the action demands are lighter. Also part of a good bard/marshal set; if you like playing team leader, check the others out!

5 1400 Ft Steadfast Boots (MIC) A great counter­charging item. This provides the Stability trait and a unique anti­charging attack where you get a free hit in that is counted as being set against a charge (read: a double­damage effect with most hafted weapons). The rules are strange; check with DM.

5 1500 Fa Artificer's Monocle (MIC) Identify is expensive and slow. Detect Magic is dirt cheap and fast. This monocle turns Detect Magic into Identify. Any questions?

7 3000 Varies [Any Novice ToB maneuver item] (ToB) See below. These provide variable effects 1/encounter, many are absolute steals.

8 3300 He Survival Pouch (MIC) 5/day supplies one of a number of great nonmagical camping tools, which usually take up a lot of space and weight in your supplies.

8 4000 He Aspect Mirror (CScn) A very useful communication/surveillance device. They’re basically palantir. It’s no Crystal Ball, but it’s also an order of magnitude cheaper.

8 4000 He Rod of Ropes (CScn) This produces almost any effect you’d want rope for, including grapple guns and rope slides, and can double as a bull rush tool. Be creative!

11 7250 He Bottle of Air Traditionally used as a diving tank, these can also be used to purify air in larger areas, such as underwater fortresses. Sadly, lacks a “gust” option.

11 8000 Th Hand of Glory Listed here because it provides an extra ring slot (an Epic feat!) as well as two useful vision SLAs. There’s very few people who wouldn’t want one of these.

11 8000 NA Scrolls of Uncertain Provenance (MIC) +5 to all Knowledge skills just for owning it. SUPER bargain. If you’ve got the relic connection, you get other effects, but most people will appreciate being a walking library.

12 9000 He Decanter of Endless Water Unlimited water, from faucet up to geyser pressure. Be creative with this, especially with vehicles and fortresses.

17 40000 Th Amulet of Second Chances (MIC) Gives you a one­round rewind. These effects are rare, and this is as cheap as they get.

17 43000 Ft Boots of Temporal Acceleration (MIC) Gives anyone a 2­round Time Stop.

18 51000 Hd Admiral's Bicorne (Storm) (Leadership buff­suite) Specifically, +5 Leadership (!!), +5 to all Charisma­based checks, clearly heard up to 100 feet away (interacts with effects that require you to be heard, such as Bardic Music, and works through inclement weather), and continuous 100’ aura of +2 Morale bonus to Attacks, Saves, and Checks. It’s expensive, but you do get what you pay for.

18 55000 He Instant Fortress The least useful item I’ll include on this list, due to the cost and difficulty repairing it, but it has its uses ­ especially if the Stronghold Builder’s Guide is in play. The fortress is three stronghold spaces stacked atop each other, and the fortress’ walls stats are as adamantine; one adamantine­walled stronghold space costs at least 30,000, while here, each is just 18,333, and is portable so long as it’s empty.

Miscellaneous ­ Novice ToB maneuvers (0 prerequisite, level 1­3, for use by anyone with novice items)

These are all the maneuvers available to anyone using Novice maneuver­granting items (0 prerequisite maneuvers of level 1­3). You need to have sufficient IL to use these (character level 2, 6, or 10, respectively, without any actual martial adept levels). Diamond Mind’s maneuver­granting item is a ring; wearing two such rings can possibly get you 1­prereq maneuvers.

This is the complete list, even though some maneuvers aren’t useful for everyone ­ it’s because the Tome isn’t easily searchable by prerequisite. These CAN be used out of combat, on a 1­minute cooldown. The annotated maneuvers are ones optimal for out­of­combat or surprise­bailout use via the listed item. Not every annotated item appeared earlier in this

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file, but that doesn’t mean they’re not useful (for instance, access to Mountain Hammer makes breaking and entering much easier, and is amazingly useful, but it doesn’t correspond to any of the earlier sections).

Desert Wind Cloak (Sh) Blistering Flourish (Strike, DW1) Burning Blade (Boost, DW1) Distracting Ember (Boost, DW1)

Actually summons a fire elemental at will. Useful for triggering traps or sacrifice effects as well as the intended purpose of providing a flanking buddy. Mind the elemental immunities!

Wind Stride (Boost, DW1) Burning Brand (Boost, DW2) Death Mark (Strike, DW3)

Devoted Spirit Amulet (Th) Crusader’s Strike (Strike, DS1) Vanguard Strike (Strike, DS1) Foehammer (Strike, DS2) Shield Block (Counter, DS2)

Doesn’t actually require a shield, and can be used to block surprise / trap attacks against yourself or an ally as long as you’re not flat­footed.

Ring of the Diamond Mind (R ­ you can wear two of these) Moment of Perfect Mind (Counter, DM1)

Concentration in place of a Will save. Skill boosts are cheaper than save boosts. Con­based warriors love this even if Concentration isn’t a class skill. Makes great NPC gear.

Sapphire Nightmare Blade (Strike, DM1) Action Before Thought (Counter, DM2)

Concentration in place of a Reflex save. Can be a caster’s lifeline. Emerald Razor (Strike, DM2, requires one other maneuver)

Requiring two rings, this strike gives you an on­command touch attack. Costly for the benefit but undeniably useful if you can’t activate wands.

Insightful Strike (Strike, DM3) Mind Over Body (Counter, DM3)

Concentration in place of a Fortitude save. Compare Headband of Conscious Effort (half the cost, but 1/day instead of 1/enc).

Iron Heart Vest (To) Steel Wind (Strike, IH1) Steely Strike (Strike, IH1) Disarming Strike (Strike, IH2) Wall of Blades (Counter, IH2)

Block an incoming attack with a melee attack roll of your own. This will work against rays. Best for melee warriors, naturally, who probably shouldn’t leave home without it. Archers can benefit as well with bayonets or Elvencraft bows.

Setting Sun Slippers (Ft) Counter Charge (Counter, SS1)

Practical protection from charging ambushes (even vs cavalry), especially if you’re Dexterity­based. Can get size mods even if you’re small.

Mighty Throw (Strike, SS1) This non­damaging throw can be used on less­mobile allies. “Nobody tosses a dwarf”, indeed.

Clever Positioning (Strike, SS2) Shadow Hands (Ha)

Clinging Shadow Strike (Strike, SH1) Shadow Blade Technique (Strike, SH1) Cloak of Deception (Boost, SH2)

1 round of Greater Invisibility as a swift action can get you through plenty of jams, in and out of combat. A spectacular choice, only overshadowed by Shadow Jaunt.

Shadow Jaunt (Other, SH2) Because it can be used at will, this is an amazing tactical teleport for dungeoneering.

Shadow Garrote (Strike, SH3) Stone Dragon Belt (W)

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Charging Minotaur (Strike, SD1) Stone Bones (Strike, SD1) Mountain Hammer (Strike, SD2)

The attack bypasses DR and hardness, making this the best break­and­enter tool around. We call it your Swiss Army Chainsaw for a reason.

Stone Vise (Strike, SD2) Bonecrusher (Strike, SD3)

Tiger Claw Bracers (A) Wolf Fang Strike (Strike, TC1) Claw at the Moon (Strike, TC2) Rabid Wolf Strike (Strike, TC2)

Crown of the White Raven (Hd) Douse the Flames (Strike, WR1) Leading the Attack (Strike, WR1)

Further Reading / Acknowledgements List of Necessary Items

Goal: Fill necessary secondary niches after your primary tools/boosts are purchased. Organized by category, then into “Budget / Standard / Deluxe / Avoid” categories. Strongly recommended.

Bunko's Bargain Basement Goal: Focuses on magic items which provide disproportionate bang for their buck. Organized by body slot.

Shax's Indispensable Haversack Goal: Fill a Handy Haversack with the broadest array of useful tools within the sack’s size/weight limits. Organized in price categories, and includes notes for updating between them.

COMPLETE SHOPPING LIST Goal: Comprehensive list of items and enhancements that fill assorted niches. Organized by niche, which is like the above subcategories but at times more specific (i.e. energy resistance). Not annotated but a great index.

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Appendix 1: Adding common effects to magic items As per MIC, certain “common” effects can be added to magic items without any special markup, provided the slot matches. Listed costs are cumulative for upgrade purposes (with final costs in parentheses). For item level equivalents, see Appendix 2. Comon Effect Body Slot Prerequisites Ability Scores (Enhancement)

STR A, Ha, W Bull’s Strength DEX A, Ft, Ha Cat’s Grace CON Th, To, W Bear’s Endurance INT Fa, Hd Fox’s Cunning WIS Hd, Th Owl’s Wisdom CHA Hd, Sh Eagle’s Splendor +2 4000 +2 to +4 12000 (16000) +4 to +6 20000 (36000)

AC (Deflection) B, R, Sh Shield of Faith +1 2000 +1 to +2 6000 (8000) +2 to +3 10000 (18000) +3 to +4 14000 (32000) +4 to +5 18000 (50000)

AC (Armor) A, B Mage Armor Note: Incompatible with nonmagical Armor / Shield items. +1 1000 (Think Bracers of Armor. Standard armor is simply enhanced.) +1 to +2 3000 (4000) +2 to +3 5000 (9000) +3 to +4 7000 (16000) +4 to +5 9000 (25000) +5 to +6 11000 (36000) +6 to +7 13000 (49000) +7 to +8 15000 (54000)

AC (Natural) B, To Barkskin Note: Actually an enhancement bonus to natural armor. +1 2000 +1 to +2 6000 (8000) +2 to +3 10000 (18000) +3 to +4 14000 (32000) +4 to +5 18000 (50000)

Energy Resist B, R, Sh, To Resist Energy 5 4000 5 to 10 8000 (12000) 10 to 20 16000 (28000) 20 to 30 16000 (44000)

Save (Resistance) Sh, To Resistance, CL 3*Bonus +1 1000 +1 to +2 3000 (4000) +2 to +3 5000 (9000) +3 to +4 7000 (16000) +4 to +5 9000 (32000)

A = Arms; B = Body; Fa = Face; Ft = Feet; Ha = Hands; Hd = Head; R = Ring; Sh = Shoulders; Th = Throat; To = Torso; W = Waist. Other ability combinations are possible but carry a markup. Adding a non­”common” ability costs 50% more than normal. Adding any ability ­ common or not ­ to an “inappropriate” body slot (DM’s call if unlisted) increases the cost by 50%. Making any ability slotless also increases the cost by 50%. As always, all custom items are always subject to DM discretion.

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Appendix 2 : MIC Item Level subsystem summary. For PCs, start at your level, pick two items, then decrement and repeat until you hit 1st. You can use the 2of column to exchange slots between levels. It's not always efficient but it is very fast, and coupled with a quick WBL table it can round out the differences. (There's a WBL table below as well as the NPC rules.) ILvl: Item level Cap: Upper bound of that level's prices. The mundane price only counts if it's a significant chunk of what you see. A +1 greatsword (2350, normal sword cost 50+300 mwk) is close enough to a 6th level to be 6th, but +1 Full Plate (2650, normal armor cost 1500+150 mwk) is 7th, not 4th. 2of: Exchange for 2 of what level. Armr/Weap/AbEn: When buying armor, weapons, or ability enhancers, instead of paying for the item en masse, can be bought as a cumulative slot price.

Armor includes shields and resistance bonuses (all are (bonus^2)*1000). Weapon includes deflection and natural armor bonuses (all are (bonus^2)*2000). Ab.Enh. doesn't line up with Armor (despite having the same cost formula) because this table converts each

enhancement into an add­on module, like the +500gp Shadow enhancement (incidentally, ILvl 3), which allows for easy slot­based equipping... with the right tables of gear. In other words, "+2" on the armor is a 7th level slot because that's the price of going from a +1 to a +2 suit of armor. (If you're buying the thing all at once, use its actual price, or as a collection of the corresponding slots (more efficient)). @ shows the smallest settlement it's available at. (Essentially puts the town's purchase limit as an item level slot.) ILvl Cap 2of Armor Weapon Ab.Enh. @ .5 50 NA Thorp 01 150 .5 M Hamlet,Village 02 400 1 M 03 800 2 Small Town 04 1300 3 +1 05 1800 4 06 2300 4 +1 07 3000 5 +2 Large Town 08 4000 6 +2 09 5000 7 +3 10 6500 8 +4 +2 11 8000 9 12 10000 10 +5 +3 13 13000 11 +6,+7 +4 +4 14 18000 12 +8* +5 Small City 15 25000 13 +9 +6,+7 +6 16 35000 14 +10 +8 17 48000 15 +9,+10 Large City 18 64000 15 19 80000 16 20 100000 17 21 120000 18 Metropolis 22 140000 18 23 160000 19 24 180000 19 25 200000 20 26 220000 20 27 240000 21 28 260000 21 29 280000 22 30 300000 23 Planar Metropolis

*Subsumes the previous cost (Going from a +6 to a +7 armor adds a 13th level slot (the same cost as going from +5 to +6), but going to a +8 from a +7 replaces that 13th with a 14th.)

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There are tables of items sorted by item level in the MIC, including random generation. Item level of used wands (with x charges left) sLvl 10x 20x 1 1 2 2 4 5 3 6 9 4 8 10 WBL table (for more granular results or for rounding out afterwards): Level PC NPC 1 * 900 2 900 2000 3 2700 2500 4 5400 3300 5 9000 4300 6 13000 5600 7 19000 7200 8 27000 9400 9 36000 12000 10 49000 16000 11 66000 21000 12 88000 27000 13 110000 35000 14 150000 45000 15 200000 59000 16 260000 77000 17 340000 100000 18 440000 130000 19 580000 170000 20 760000 220000 21 975000 240000 22 1200000 265000 23 1500000 290000 24 1800000 320000 25 2100000 350000 26 2500000 390000 27 2900000 430000 28 3300000 470000 29 3800000 520000 30 4300000 570000 31 4900000 ** 32 5600000 ** 33 6300000 ** 34 7000000 ** 35 7900000 ** 36 8800000 ** 37 9900000 ** 38 11000000 ** 39 12300000 ** 40 13600000 ** *By starting package (Quick estimate: Look at their armor proficiency. None=1d4, Light=2d4, Medium=4d4, Heavy=6d4, multiply by 100. The lower end of the ILvl table suggests they plugged 100 in here for everyone.) **Epic NPC wealth unavailable for this level; I haven’t worked out a formula and the progression below breaks down.

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NPC equip system: This is expressly like designing a treasure hoard, except focusing on equipment relevant to the NPC. Use the table below. (For levels 7­20, this is "Start two levels below the NPC, pick two, then decrement and pick one per level until you've got six." This formula doesn't work for levels below 7 (too few levels to decrement) nor for above 20 (epic loot scales too quickly).) An NPC can trade up or trade down using the same table as above. In addition to the gear listed here, each should carry LEVEL*100gp in non­equipment treasure (i.e. gold, gems, jewelry, etc). Level Items 1 2,1,1 2 3,3,2 3 4,3,2 4 4,3,2,2 5 5,4,3 6 5,4,4,3 7 5,5,4,3,2,1 8 6,6,5,4,3,2 9 7,7,6,5,4,3 10 8,8,7,6,5,4 11 9,9,8,7,6,5 12 10,10,9,8,7,6 13 11,11,10,9,8,7 14 12,12,11,10,9,8 15 13,13,12,11,10,9 16 14,14,13,12,11,10 17 15,15,14,13,12,11 18 16,16,15,14,13,12 19 17,17,16,15,14,13 20 18,18,17,16,15,14 21 19,18,17,16,15,14 22 20,19,18,17 23 20,19,18,17,16 24 20,20,19,18 25 21,20,19,18 26 21,20,19,18,17 27 22,21,20,19 28 23,22,21,20 29 24,23,22,21 30 25,24,23,22

BEHIND THE CURTAIN: HOW IT WORKS (quoted from the MIC)

In this system, each item represents roughly half of the total net treasure a PC gains in the course of achieving the item’s level. The top end of each level’s market value range was created by subtracting a character’s expected gear of level N–1 from that of level N—that is, the net treasure gained by the character in achieving the item’s level—then halving the result. For example, a 6th­level item (1,801–2,300 gp) has a value equal to one­half the difference between the wealth of a 5th­level character and a 6th­level character (13,000 – 9,000 = 4,000 gp). Assigning a PC’s gear, then, is a simple process of selecting which two items he gained at each of his levels. This is an abstraction, to be sure—PCs don’t necessarily gain magic items at such a steady rate—but it works reasonably well when speed is your primary goal.

Since NPCs don’t accumulate treasure at the same rate as PCs (if they did, every NPC of your level you defeated would double your treasure), they can’t use the same system for assigning gear. Nor does a one­size­fits­all system work at all levels, due to the uneven progression of NPC gear. This makes the ad hoc nature of the three systems described above necessary.

In theory, you could use this system to buy many items that are low on the value range for a level and accidentally underequip your PC or NPC. However, the market price ranges are narrow enough that it’s unlikely your result will vary significantly from the normal organic nature of character wealth acquisition. If you are really worried about spending all of a character’s budget, you’re better off using the normal system for equipping a character.