Edition | Source (Page) | Type | Name | Benefit |
3.5 | Champions of Ruin | Spell | Arrowsplit | Each arrow becomes 1d4+1 arrows |
Dragon 315 has a number of magic items from Sigil/the Outlands that are interesting. Range from eh to interesting, some of which follow:
Spireshard (+3 equiv): A creature dealt damage by this weapon must make a DC 19 will save or be unable to cast spells or use SLAs for 1d4 rounds. A creature cannot be affected by this property if they are already under the effect (ie: you can't extend the duration until after they get their abilities back).
Wrecker (+1 equiv, bludgeoning only): This weapon ignores hardness.
Stealer (+1 equiv): +4 bonus on opposed checks to disarm an opponent, item disarmed 'sticks' to the striking surface of the Stealer weapon, can be moved to an open hand or dropped as a free action.
Feats:
Companion Guard Style (Regional, Gray Elf only): You can finesse the Longsword and/or the Longspear. You gain +2 to checks to confirm crits with any bow.
Greyhawk Method (Regional, Wizard): You add four new spells to your spellbook when you level up instead of 2. If you are a specialist, two of the new spells must be from your specialization school. You also add a bunch of things that should really already be wizard bonus feats to the wizard bonus feat list.
Lore of Ur-Flan (Regional): Add +2 to the save DCs of all necromancy spells you cast with the [Evil] descriptor. Stacks with other boosts.
Hardy Soul (Ancestor ): You gain +3 hit points. When you are dying you have a 25% chance to stabilize. Additionally, you are immune to death from massive damage.
Mercantile Background (Ancestor): You get an extra 300 gp at first level to spend on starting equipment. When you sell items (such as weapons or magic items), you get 75% of their value, not 50%. Additionally, once per month you may purchase any single item for 75% of the cost.
(Seems like a good way to get specific magic items if your DM is an asshat about magic item availability).