"Yessir, step right up, ladies and gentlemen! Cedric P. Bunko, at your service...and welcome to Bunko's Bargain Basement! The old storefront was getting a little rickety, but we're still open for business!
"What, you may ask, is a Bunko's Bargain Basement? Why, only the finest clearinghouse for magical bargains in seventeen dimensions!
"You see, my friends, every adventurer worth his or her iron rations knows that the right tools make all the
difference between life and death. But the problem is, adventurers are a busy lot, and they don't always have time to shop around for bargains...and, strictly between you and me, friends, there are a lot of overpriced magical gadgets out there, and people willing to sell them for far more than they're worth.
"Not so here at Bunko's! Here, we stock only the items which really give you bang for the buck...either those items that are dirt cheap but effective, or the items that may cost a bit more but give you more than you pay for! Satisfaction is guaranteed at Bunko's!
"For your shopping convenience, items are organized in departments. Of course, we're always on the lookout for new merchandise...if you have a suggestion for an item we should stock, please feel free to offer it up!
"And now, without further ado, on to the departments...
- First Floor: Necklaces, Collars, and Amulets (http://www.minmaxboards.com/index.php?topic=1002.msg6583#msg6583)
- Second Floor: Belts and Girdles (http://www.minmaxboards.com/index.php?topic=1002.msg6586#msg6586)
- Third Floor: Capes, Cloaks, and Mantles (http://www.minmaxboards.com/index.php?topic=1002.msg6589#msg6589)
- Fourth Floor: Hats, Headbands, and Helmets (http://www.minmaxboards.com/index.php?topic=1002.msg6592#msg6592)
- Fifth Floor: Goggles, Masks, and Blindfolds (http://www.minmaxboards.com/index.php?topic=1002.msg6595#msg6595)
- Sixth Floor: Boots, Shoes, and Sandals (http://www.minmaxboards.com/index.php?topic=1002.msg6599#msg6599)
- Seventh Floor: Gloves, Gauntlets, and Bracers (http://www.minmaxboards.com/index.php?topic=1002.msg6600#msg6600)
- Eighth Floor: Weapons And Pointy Things (http://www.minmaxboards.com/index.php?topic=1002.msg6602#msg6602)
- Ninth Floor: Armor and Shields (http://www.minmaxboards.com/index.php?topic=1002.msg6604#msg6604)
- Tenth Floor: Rings and Things (http://www.minmaxboards.com/index.php?topic=1002.msg6606#msg6606)
- Eleventh Floor: Wands, Staves, and Rods (http://www.minmaxboards.com/index.php?topic=1002.msg6610#msg6610)
- Twelfth Floor: Grafts (http://www.minmaxboards.com/index.php?topic=1002.msg6614#msg6614)
- Basement: Miscellany (http://www.minmaxboards.com/index.php?topic=1002.msg6622#msg6622)
- Basement below the Basement: Non-Magical Bargains (http://www.minmaxboards.com/index.php?topic=1002.msg6626#msg6626)
Please enjoy our selection and don't forget to ask about our buy twenty and get one free deal.
Did I miss something? Tell me what, where to find it, how much it costs, and what it does that makes it awesome. I can update this faster if I don't have to dig for that information.
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Original thread(s), concept, more years of dedication and support than Min/Max will even be up for by Caelic P. Bunko. I'm just a guy working in his franchise.
On page 8, now. Some of the stuff still is on notepad rather than in here. I kind of have spent the last two weeks adding even more stuff to Class Boosters.
I've got a list of awesome Magical Locations I plan to throw up in both threads too. Like everyone knows about the O-somethinerish Hole or Shriver, but did you know you can snag Persist Spell for 5k or for like 4k one unarmed attack per round is Touch based? Totally worth it. Just digging around in books to make sure I'd read them all.
"Let's face it, adventurers...you can't afford to overlook your neck. After all, you risk it on a daily basis! What you need is a little neckwear, and I'm not talking about that ugly tie the Baron got you for your birthday! The necklaces, amulets, and collars at Bunko's are just what you need to keep neck, body, and head attached!"
Defensive
Amulet of Fortune Prevailing (MM, 8k): Cheaper than a mantle of second chances, and you almost always use the mantle on blown saving throws anyway.
Amulet of Second Chances (MiC 70, 40,000 gp): Allows the wearer to "rewind" to the beginning of a round and choose a different course of action once per day. 40,000 gp is fairly expensive, but considering that we're talking about reversing time, it's a steal.
Amulet of Tears (MiC 70, 2,300 gp): Capable of providing up to 36 temporary hit points per day. How much is "Not dead" worth? A lot more than 2,300 gp.
Catseye Brooch (Races of Faerun 172, 9,000 gp): +1 luck bonus to all saves and resistance to disease. Luck bonuses are few and far between, and this is a fairly cheap one.
Deathglance Locket (Dragon Compendium 134, 3,860gp): If you are being scryed on, you can hit the pesky voyeur for 10d6 damage 1/day
Offensive
Utility
Antimagic Torc (Und 73, 25,000 gp): Does pretty much what it sounds like. Casts AMF at 11th CL once per day. Great for fighters.
Collar of Umbral Metamorphosis (ToM, 10,800 gp): gain the Dark Creature template for 10 min a day; +8 hide, +6 move silently, +10 ft move speed, cold resistance 10, superior low light vision and darkvision 60 ft.
Hand of Glory (DMG 258, 8,000 gp): In addition to casting Daylight and See Invisibility, allows the wearer to wear and benefit from an extra ring. How often can you buy an Epic feat for 8,000 gp?
Hand of the Mage (DMG 258, 900gp): Unlimited Mage Hand for 900 gp--not bad at all.
Phylactery of Change (Arms and Equip, 11,200 gp): Allows you to Polymorph Self with unlimited duration. Note that with the many, many changes to Polymorph since 3.0, and the fact that "Polymorph Self" doesn't actually exist anymore, many DMs will ban this item outright.
Class Specific
Reliquary Holy Symbol (MiC 120, 1000 gp): Provides up to 3 extra turn undead attempts per day. Particularly helpful for fuelling Divine Metamagic in a campaign where the DM doesn't permit Nightsticks to stack.
"Belts keep you from being caught with your pants down...in more senses than one! A good belt is more than just a place to hang your sword. In fact, it can be hard to choose between all of the excellent bargains magical belts offer! Maybe that's why Hennet the Sorceror likes to wear three of them..."
Defensive
Offensive
Belt of Battle (MiC, 12,000 gp): Provides 3 charges per day which may be spent for extra actions: 1 charge for a move action, 2 for a standard action, 3 for a full action.
Utility
Belt of Magnificence (Miniatures Handbook, 25k-200K): +2-+6 to all stats. The 200,000 gp variant is expensive, but less expensive than 6 +6 items...and it only takes up one slot.
Belt of Many Pockets (Complete Arcane, p. 147, 11,000): Provides 64 miniature bags of holding around your waist, each able to store 1 cubic foot of material that weighs up to 10 pounds. It can store your familiar indefinitely, and retrieving objects doesn't provoke AoOs.
Monk's Belt (DMG 248, 13000 gp): Wear gains the AC bonus and unarmed attack of a monk of fifth level. Monks treat these bonuses as five levels higher. Belt allows one additional stunning attack per day (must have stunning fist feat to get additional attack).
Belt of Healing (MiC 750 gp): Deals 6d8 HP per day, less effective than a Wand but no UMD check. Great fall back to heal if the Cleric and/or UMDers are down.
Class Specific
"A cloak is the single most useful item in the multiverse, next to a towel. You can sleep under it, you can use it for shade, you can weight the hem and use it as a weapon...and, let's be honest, a nicely-tailored cloak just looks good!"
Defensive
Cloak of Elemental Protection (Minatures Handbook, MiC 87, 1,000 gp): Resist energy 10 as an immediate action.
Mantle of Second Chances (MiC 115, 12,000 gp): 1/day reroll of any die roll you have made.
Starmantle Cloak (BoED, 132,000 gp): Protects from non-magical weapons and provides a DC 15 reflex save vs attacks made by magic weapons
Offensive
Cloak of Weaponry (MiC, 2,300 gp): Store 25 lbs of nonliving material that can fit under a cloak. Will not rupture if sharp objects are placed within.
Utility
Shadow Cloak (DotU, 5,500 gp): +1 deflection to AC (worth 2k) means you're paying out 3,500gp for a 3/day immediate action 10ft teleport. Because Bunko's strongly believes the best way to avoid being eaten is to not get bit at all.
Class Specific
Mantle of the Beast (CC, 18,000 gp): Allows you to Wildshape as a swift action no limit on times per day. Further, you get +1 enhancement to attack and damage when Wildshaped, so it makes the "all-weapons" version of Greater Magic Fang unnecessary.
"We all know adventurers who never seem to use their head as anything but a hatrack. That being the case, they might as well at least have a nice hat to put on it! The bargains here will not only hide how pointy Grog the Barbarian's head is--they just might keep him alive when he has one of his "moments!"
Defensive
Headband of Conscious Effort (MIC 109, 2000gp): Make a Concentration check in place of a Fortitude save once per day. For an arcane caster, it's pretty much an auto-success on a Fort save once per day, and that's more than worth the price.
Offensive
Utility
Admirals Bicorne (Stormwrack, 51,000 gp): +5 unnamed bonus to Charisma rolls, +5 leadership, +5 Profession (sailor), +2 morale bonus to attacks, saves and skill checks, amplify your voice 100’.
Hat of Anonymity (MiC 109, 12,500 gp): Gives continuous non-detection and +5 to Hide checks.
Hat of Disguise (DMG 258, 1.8k): Continuous Disguise Self spell.
Psicrown of Astral Legion (ExP, 47,250 gp): 9th level Astral Constructs at ML 18
Class Specific
Circlet of Mages (MiC86, 5,000 gp): Allows the caster to retain up to 3 levels of spells per day. As powerful as a level 3 Pearl of Power, more versatile, and with a +2 Concentration bonus, all for slightly more than half the price.
"I know some adventurers who dislike the idea of wearing goggles. "They'll make me look like an idiot, Bunko!" they tell me. "Paladins don't wear glasses, Bunko," they say. Hogwash! The field of battle is not a fashion show. So what if your enemies laugh? Pick the right pair of goggles, and you'll be the one laughing last!"
Defensive
Blindfold of True Darkness (MiC 75, 9,000gp): 30’ blindsight and immunity to gaze attacks.
Raptor's Mask (MiC 210, 3500gp): +5 unnamed bonus to spot, plus immunity to being blinded and dazzled.
Sundark Goggles (Races of the Dragon, 10gp): immunity to light blindness, -1 spot, +2 against gazes.
Offensive
Horizon Goggles (Complete Mage 133, 8,000gp): Grant the benefits of the Far Shot feat, which is nice. Also increase the range of spells that require a ranged attack roll by 50%, which is even nicer.
Utility
Artificer's Monocle (MIC, pg 72, 1500gp): Use artificer knowledges to read magical item auras, but the real bargain is if you can cast detect magic and have 5 ranks of Knowledge: Arcana, you can spend one minute to study an item and get the description as if you cast Identify, unlimited uses.
Eyes of the Eagle (2,500gp): +5 spot.
Goggles of Minute Seeing (1,250gp): +5 search.
Mask of Lies (MiC 115, 4,500gp): Provides continuous Undetectable Alignment, a +5 to Bluff checks, and the ability to use Disguise Self three times per day.
Monocle of Perusal (MiC 117, 6,500gp): Identify 1/day and gives +5 to appraise. Remove in favor of the Monocle?
Class Specific
"We've all heard the phrase "Die with your boots on." I think that's needlessly fatalistic. Pick the right set of boots, and you can make the other guy die instead."
Defensive
Boots of Agile Leaping (MiC, 76, 600 gp): These boots allow the wearer to use his Agility(?) modifier instead of his Strength modifier on Jump checks. If the wearer has 5 or more ranks in Balance, he can stand from prone as a swift action that doesn't provoke attacks of opportunity.
Boots of Big Stepping (MiC, 76, 6,000 gp): Greater Teleport with a 60' range three times per day, as well as a +2 caster level for Teleport spells. A fine deal for the wizard who wants some insurance against being grappled.
Steadfast Boots (MiC, 1400 gp): +4 bonus to avoid bull rush, trip, or overrun attacks. Any two-handed weapon you carry is treated as if readied against any creature that charges you.
Offensive
Boots of Temporal Acceleration (MiC, 79, 43,000 gp): Effectively creates a two-round Time Stop once per day.
Riding Boots (MiC, 121, 12,000gp): Provide a +5 bonus to Ride checks and the Ride-By Attack feat. Those with Spirited Charge deal X4 damage on a critical hit with a lance charge.
Boots of Battle Charger (MiC, 2000gp): Two times per day, you can charge as a Standard Action as opposed to a full action (only moving up to your speed though). For any character with Pounce, it's a no-brainer. Oh yeah, and once you have any Dex-boosting items on, you can ignore difficult terrain and allies while Charging with these.
Utility
Sandals of the Vagabond (CC, 4k): +2 Luck bonus to Initiative and automatic downgrading of exhaustion to fatigue.
Class Specific
"Dungeons are nasty places. There are things down there that nobody in their right mind would want to touch with bare skin! You're going to need a good pair of gloves...and as long as you're going to need gloves anyway, they might as well be high-quality, affordable magical gloves from Bunko's!"
Defensive
Offensive
Bracers of the Hunter (Secrets of Xen'drik, 8,500 gp): +5 competence bonus on Hide checks, +2 competence bonus on initiative checks and +1d6 damage to sneak attack or sudden strike.
Gauntlets of War (CC 139, 4,000 gp): +1 damage to melee attacks, +3 if you worship a deity with access to the War domain. +1 damage for 4,000 gp is so-so; +3 is fantastic.
Gloves of Endless Javelins (MiC 194, 7,000 gp): Most thrown-weapon experts get powerfully sick of carting around a wagonload of ammunition. These gloves allow a javelineer (javeliner? javelinist?) to generate an unlimited quantity of ammunition, which is good. The ammunition generated is +1, which is better, and made of pure force, which is just plain nifty if you need to pincushion a specter.
Gloves of the Master Strategist (Ghostwalk, 3,600 gp): True Strike 1/day and functions like gloves of storing.
Gloves of Taarnahm the Vigilant (PGtF, 10,000 gp): Gives any weapon you are holding throwing and returning weapon qualities.
Gloves Of The Balanced Hand (MiC, 8,000 gp): Gives TWF or ITWF, buy and merge two for ITWF for 20k.
Gauntlets of Ghost Fighting (MiC, 4,000 gp): Ignore the 50% incorporeal miss chance with weapons and Spells, damaging effects deal +1d6 more, and it's 1,000gp cheaper than even an Augment Crystal. Best of all, combined with Shirt of Wraith Stalking, another Binko favorite, you can Detect Undead at will.
Bracers of Murder (DotU, 8,000gp): +2 profane to attack/damage vs flat-footed foes, reroll SA's 1s, +2 to Death Attack save DCs too.
Utility
Glove of Storing (DMG 257, 10,000 gp): A handy way to conceal that lance or magic staff until you need it.
Chainmail Glove of Taarnahm the Vigilant (Online (http://www.wizards.com/dnd/article.asp?x=dnd/mc/mc20020130a), 10,000 gp): It says and I quote, "The chainmail glove of Taarnahm the Vigilant also senses any creature within 120 feet who intends harm to the possessor, mentally alerting him or her of the danger from an unfriendly creature. (It does not however give any other clue to the identity of the threat.)" It's like Detect Harmful, if there was such a cheater spell.
*Remove for Gloves of the Master Strategist?*
Class Specific
"What's to be said? The pointy end goes into the other guy, and the bigger, the better...right? Hard as it may be to believe, the truth is that many adventurers don't pay enough attention to their weapons. Sure, they might have a nice main weapon, but they don't consider the value of backup weapons...say, when your main weapon is a greatsword and your opponent ignores edged weapons entirely! On top of that, there are some very useful weapon enchantments that will benefit a smart adventurer even if he never actually draws that weapon. Naturally, Bunko's is the place to find them."
Numbered Enhancement
Blurstrike (RotW, p170, +2 enchancement): Treats your opponent as flat-footed for the first attack each round for up to 10 rounds per day.
Eager (MiC 34, +1 Bonus): Gives you a +2 typeless initiative bonus when you're wielding it, as well as a +2 damage bonus during the surprise round and first round of combat. (You can also draw it as a free action.)
Holy (DMG 225, +2 enchantment): Given the large number of evil opponents faced by the typical adventurer, Holy is exceptionally useful for the price.
Holy Surge (MiC, +1 bonus): Provides an extra 3d6 holy damage against evil creatures. This ability functions (1+Cha mod) times per day.
Impaling (MiC, +1 Bonus): Did the DM ban Wands of Waithful Strike? Well lucky for you we have a work around, 3/day 'next attack is a Touch Attack' right here. Expensive as hell to the Wand, but no UMD needed.
Magebane (CAr 143, +1 Bonus): When wielded against a spellcaster or invocation user, +2 extra enhancement and +2d6 dmg.
Smoking Weapon (LoD, pg 180, +1 enchantment): real concealment that doesn’t affect the users vision and a localized stinking cloud to discourage grappling.
Spell Storing (+1 enchantment): Magical Hypodermics: 50 tiny arrows +1 of storing can hold buffs or healing spells of third level or below. 160gp per arrow.
Souldrinking (BoVD 112, +4 Bonus): Weapon bestows a negative level when it does damage. Extra goodies when you critical hit.
Splitting (CoR, pg 42, +3 enchantment): Doubles your number of attacks;if you make one attack, you get to make a second at your highest bonus.
Warning (MiC, pg 46, +1 bonus): +5 insight bonus to initiative when holding the weapon in question. He who strikes first, strikes last if he strikes hard enough in the first place.
Flat Rate Enhancement
Initiative (Oriental Adventures, 10,000 gp): +2 luck bonus on Initiative
Least Weapon Crystal of Revelation (400 gp): Invisible struck target surrounded by glowing aura for 1 round. Give one of these to the guy in your party who has blindsight/blindsense/etc and everyone else can free-ride on his ability, and spend their resources on something else.
Luck Blade (DMG 227, 22,060 gp): Far too many adventurers think of the Luck Blade as a Wish dispenser and overlook the utility of a Luck Blade with zero wishes. It's s +2 short sword that--for an additional 14,000 gp--gives, not only a +1 luck bonus to saves, but lets you reroll ANY one roll you have just made, once per day...which is almost priceless.
Parrying (Expanded Psionics HB, 8,000 gp): +1 insight bonus to AC and ALL saving throws
Rod of Defiance (MiC, pg 56, 7,312 gp): A +1 heavy mace that causes undead to be treated as if they had four fewer Hit Dice for purposes of turning. Bunko's gets bulk orders on this from the Church of Pelor!
Sudden Stunning Weapon (DMGII, pg 261, 2000 gp): Reflex save or be stunned. DC and uses per day are based on charisma
Sun Sword (Expedition to Castle Ravenloft, 3000 gp): The no-frills version of this weapon is a +1 bastard sword that can be wielded as a short sword, making it an excellent and affordable off-hand weapon.
Targath (Ebberon CS, p127): arrow gives you a +2 resistance bonus to fort saves against disease for a measely three gp.
Specific Weapons
Bow of the Wintermoon (CD, p93, 36,300 gp): +4 frost composite Drow bane longbow. Adjusts pull to the owners str. Only usable by worshippers of Corellon Larethian.
Hank's Energy Bow (Online (http://www.wizards.com/default.asp?x=dnd/ask/20061227a)): Pretty much the best specific ranged weapon of ever - automatically adjusts to STR, unlimited force arrows, and effectively allows Power Attack with arrows.
Class Specific
Furious (OA 125, +2 Bonus): Increases stat bonuses while raging.
"Skin is soft. Weapons are sharp. This is bad. Armor is tough. This is good."
Numbered Enhancement
Twilight (Book of Exalted Deeds, PHB2 21, +1 bonus): Combined with a Mithril Chain Shirt, results in armor that virtually anyone can wear: No ASF, no skill check penalty, no movement penalty.
Soulfire (BoED 112, +4 Bonus): Immune to death spells, magical death effects, energy drain, and any negative energy effects. Expensive, but the protection is priceless.
Flat Rate Enhancement
Specific Armors
Armor of Mobility (Draconomicon, 16,160gp): Grants the Mobility feat.
Class Specific
"Rings are where the real power is. Just ask that halfling fella who was in the other day. Had a Ring of Invisibility he wanted to sell, but he kept looking over his shoulder like someone was following him. Cedric P. Bunko does not buy stolen goods! I told him to take his ring and go throw it in a volcano or something."
Defensive
Ring of Counterspells (DMG 230, 4,000 gp): Almost a must-have for those who rely heavily on buff spells. Automatically counters a preselected spell of 1st-6th level (usually Greater Dispel).
Ring of Freedom of Movement (DMG 232, 40,000 gp): Gives continuous protection from paralysis, Solid Fog, Slow, and Web to name but a few effects. It also makes you immune to grappling, which can be the difference between life and death for a spellcaster.
Ring of Greater Counterspells (MiC 124, 16,000gp): Less effective than the original version, but still gives you the opportunity to immediately attempt to counter a spell you truly do not want to go off--like, say, Mordenkainen's Disjunction.
Ring of Nine Lives (MIC 126, 45,000 gp): Any item that allows you to automatically make a saving throw, regardless of DC, is worth having.
Spellguard Rings (CM 127, 4,000 gp for 2): Caster wears one and ally the other. Ally is immune to caster's spell 3/day. The possibilities are almost endless.
Ring of Darkhidden (MiC, 2k): Makes you invisible to Darkvision as a constant ability. It's insanely cheap for what it does, especially if you're in an underdark/dungeon-crawling campaign, etc.
Ring of the Diamond Mind (ToB, 3k): Concentration to your choice in Save. Cures the nasty auto-failure when you roll a natural 1. Limited to once per encounter, buy four at Bunko's and get your next Raise Dead half off.
Offensive
Fanged Ring (Dragon Magic 101, 10,000 gp): Improved Unarmed Strike and Improved Natural Attack (unarmed strike) for 10,000 gold pieces would make this a great bargain for a monk or unarmed swordsage. That PLUS a point of Con damage on a critical hit just makes this ring amazing.
Flesh Ring of Scorn (MiC 100, 8,000 gp): 3 charges per day. Automatically confirms a critical threat against an opponent, but also deals damage to the wearer.
Ring of Mighty Summons (Complete Mage 127, 14,000 gp): Max HP on summoned creatures, but reduced duration.
Ring of the Beast (CC 141, 8,000 gp): Your Summon Nature's Ally spells count as the next highest level SNA, assuming you can cast a spell of that level. Cast SNA, use a spell slot one level lower.
Utility
Ring of Arming (MiC 122, 5,000 gp): Costs half as much as a Glove of Storing. The glove allows you to store one weapon; the ring allows you to store all your weapons AND armor. You do the math.
Ring of Sustenance 233(DMG, 2,500 gp): No need for food or drink is nice, but the real payoff is only needing two hours of sleep per day. That's six less hours of potential ambush time and six more hours of adventuring.
Translator’s Ring (a dark and stormy knight, 400 gp): learn two new languages while worn.
Ring of Anticipation (DotU, 6,000 gp): +2 Competence to Spot and Listen which is ok. The real gem is you roll your initiative twice which stacks with the technique called "Oops, I threw it off the table."
Class Specific
"Why should wizards and clerics have all the fun? Wands and a little practice with using magic devices can give any adventurer some much-needed spellpower. Today's Special: 20% off on a case of a dozen Wands of Cure Light Wounds..."
Eternal Wand (MIC 159, 460-10,900gp): Lets you use a 0-3rd lvl spell twice a day. Eternal Wands cost a little more than a normal wand, and don't let you burn through huge numbers of charges per day, but they're wonderful for all-day buffs you plan to cast every day.
Defensive
Wand of Cure Light Wounds (DMG 246, 750gp): Highly efficient gp-to-hp healing ratio.
Wand of Lesser Vigor (SC 229 for spell, 750gp): One of the most efficient gp-to-hp healing devices available.
Offensive
Rod of Magical Precision (Complete Mage 128, 12,000 gp): Negates the penalty for firing a spell into melee. Three times per day, allows caster to ignore miss chance granted by concealment or total concealment.
Wand of Flame Blade (PH 231 for spell, 4,500gp): Flaming Scimitar in your hands uses melee touch attacks when you attack. The poor man's lightsaber.
Utility
Lesser Rod of Metamagic-Extend (DMG 236, 3,000 gp): Inexpensive and consistently useful. There are any number of low-level buff spells that benefit from being Extended.
Metamagic Wandgrip (Complete Mage 133, 6,000 gp): Allows the wearer to apply metamagic to a wand spell three times per day, at the cost of extra charges.
Rod of Many Wands (Complete Mage 128, 27,000 gp): Allows the firing of up to three wands simultaneously as a full round action, at the cost of extra charges.
Rod of Ropes (Complete Scoundrel 116, 4,000 gp): It's a highly-compact source of up to 600 feet of rope. It's a grapple gun. It's a fishing line capable of reeling in something weighing up to a thousand pounds. It's a ranged weapon that can bull rush opponents. What's not to like?
Wand of Guidance of the Avatar (Online (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20010504a), 4,500 gp): +20 to your next Skill Check, makes you an instant professional in everything ever.
Wand of Improvisational (SpC, 15,000): Gives 40 floating points which can be spent as up to four times as a +10 bonus to a skill check. Stacks with Guidance of the Avatar and if Persisted though Metamagic Wandgrip it can be used as a source of four +10 bonuses to Initiative.
Class Specific
"Sometimes the best bargain isn't in stealing a naked demon's boots, but his feet."
Note
There are two kinds of Grafts, Old style and New style.
Old style can be found in books like Arms & Equipment Guide and Fiend Folio, though old doesn't mean 3.0 as even the grafts from Libris Mortis are old style as well. Some old styles have their own subsection with a special set of rules, like the devil/demon grafts impose a will save daily or become evil. The primary difference is you can own as many old style grafts as you can afford (or have limbs for).
New style can be found in Eberron's books and Dragon Magic. The new style is a subsection with it's own subsections of types. Unlike the older style you cannot mix newer style types. which is to say you cannot buy a New:Dragonic and a New:FireElemental, further you can only own five such grafts no matter what. Their graft rules explicitly note they are not an apply to all grafts errata, so you can wear any number of old grafts plus up to five of one type of new grafts. Lastly, instead of stacking penalties for type dipping unlike many of the older style, newer style has a theme of providing additional bonuses for buying up the same type.
You can easily spot a newer style from the following lists by looking it if has an HP cost for using it.
Defensive
Strong Leg (FF, 8,000gp): +2 inherent bonus to Constitution (valued at 55k), must be willing to be evil some times.
Offensive
Clawed Arm (FF, 50,000): +4 unnamed to strength. Cheaper than a manual of gainful exercise and stacks with it. Heck, for 90k you can buy this and the arm below for a +8 bonus. A normal +4 manual is 110k so it's double the bonus and change to spare.
Frightful Crest (RoTD, 28,000 & 6HP): when make an attack roll creatures within 30 feet make a will save vs panicked / shakened for one round (DC 10+1/2HD+chamod). It's great for paladins, hexblades, and even ray using sorcerers as backup. Downside is it effects the party too.
Long Arm (FF, 5,000): Gives reach.
Weakening Arm (LM, 40,000): +4 inherent bonus to Strength (valued at 110k), can deal 1d6 str damage as a touch attack twice per day. Save 70k and pick up a way to damage the low str scores of casters & small animals, it is made of win.
Utility
Fast Leg (FF, 4,000gp): +10 unnamed>to all forms of speed when your not wearing heavy armor or carrying a heavy load, +5 comp on climb & jump. 1,500gp cheaper , near slotless, unnamed, an extra +5 to another skill, and works on fly speeds. For everyone not decked out in full-plate this is a much better alternative to Boots of Striding and Springing.
Feathered Wings (FF, 10,000): gives a fly speed equal to twice your land speed with average maneuverability. Not only is it the cheapest method of obtaining flight (that works in antimagic), but as part of attacking you can make a free action bluff vs sense motive check to gain a +2 circumstantial bonus to your attack rolls.
Class Specific
"Watch your step, please...it's a little cluttered down here. I really need to get my shop goblins to give this place a good cleaning. If you're looking for...well, stuff...this is the place. Magic items come in all shapes and sizes, and most of them can be found down here...somewhere...if you're willing to dig deep enough!"
Defensive
Anklet of Translocation (MiC 71, 1,400 gp): Allows two 10' teleports per day. Excellent for breaking grapples.
Cube of Force (DMG 253, 62,000 gp): Not cheap, but it can protect you against everything. That's worth the big bucks.
Offensive
Bead of Force (DMG 248, 3,000 gp): 5d6 damage plus Otiluke's Resilient Sphere.
Crystal of Return (least) (MiC 65. 300 gp): Feats are expensive. Effectively buying the Quick Draw feat for 300gp--that's a bargain. The lesser version is a good buy, too, at 1,000...the ability to call your weapon to hand from up to 30 feet away is worth much more.
Dust of Sneezing and Choking (DMG 275, 2,500 gp): The fact that Dust of Sneezing and Choking will stun the opponent even if they make their saving throw makes it deadly--so deadly that it's likely to be banned in many campaigns. If not, take advantage!
Scabbard of Keen Edges (DMG 266, 16000 gp): Gives Keen to any weapon it holds.
Truedeath Crystal (lesser) (MiC 66, 5,000 gp): Gives the weapon the Ghost Touch ability for much less than it would cost to add the ability to a high-powered weapon. The greater variant, at 10,000 gp, allows sneak attacks on undead--also highly valuable.
Utility
Candle of Invocation (DMG 251, 8,400 gp): Somebody seems to have forgotten about the 1,000 XP price tag on the "calling creatures" usage of the Gate spell. Since this item is at CL 17, you can call a 34 HD monster and control it for 17 rounds.
Decanter of Endless Water (DMG 254, 9,000 gp): The Decanter has a thousand uses beyond just providing drinking water. Put out fires with it. Use it as a jet propulsion system for a small boat. Create sophisticated hydraulic technologies using it as a power source. Combine it with Water Walking to produce an instant bridge.
Enveloping Pit (MiC 159, 3,600 gp): If you're Lawful Neutral, Lawful Evil, or Neutral Evil, this is a Portable Hole--only with more than five times the normal volume, at about a fifth of the normal cost. Just make sure you stick a ladder in so you can get to the bottom easily.
Heward's Fortifying Bedroll (Complete Mage 132, 3,000 gp): Allows casters to regain spells with only one hour of sleep, rather than the usual 8.
Heward's Handy Haversack (DMG 259, 2,000 gp): Holds less than a Bag of Holding, but also costs less, and the retrieval function is very valuable.
Ioun Stone, Gray (DMG 260, 25 gp): With continual flame, becomes a hands-free perpetual light source.
Ioun Stone, Orange (DMG 260, 30000 gp): +1 caster level.
Aspect Mirror (Complete Scoundrel 113, 4000 gp/Mirror): Provides a reliable means of communication between party members. Can also be used as a highly effective "closed circuit" camera system.
Quaal’s Feather Token – Tree (DMG 264, 400gp): If you can't think of uses for an instant tree, you're not trying very hard.
Quiver of Ehlonna (DMG 265, 1800 gp): Nice for arrows, nicer for wands and staves. The Artificer's best friend! It's not a bad idea to create it in a non-standard form, if permissible, to prevent smart enemies from sundering every quiver they see.
Silent Portal Disk (350gp, Magic of Faerun p165): Any door you put the disk on makes no sound, no creaking when you open it, no cracking if you smash the lock. Your DM will hate your rogue. If you cast "animate object" on the door, you will have the first door ninja ever. You could also whack people with the door and the hit wouldn't make a noise.
Survival Pouch (Races of the Wild 173, 5,000 gp): Provides you transportation, hauling capability, food, instant campfire and/or torches, shelter, water, rope, shovel, bow & arrows.
Tooth of Savnok (Tome of Magic, 2000 gp): Move at your normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Class Specific
Badge of Valor (MiC 208, 1,400 gp): Allows a bard to increase the bonus granted by his Inspire Courage ability 3 times per day.
Boccob's Blessed Book (DMG 249, 12,500 gp): Contains 1,000 pages. Does not require the user to spend the usual 25gp per page materials costs. You pay 12,500gp for 25,000gp worth of spellbook. The portability is a bonus.
Demolition Crystal, greater (MiC, 6,000 gp): The sneak attacker's bane is creatures immune to sneak attacks. The Demolition Crystal allows sneak attacks on constructs, gives a damage bonus, and causes the weapon to be treated as adamantite for purposes of overcoming damage reduction.
Shirt of Wraith Stalking (MiC 216, 6,000 gp): Hide from Undead at will with no save, even for intelligent undead.
Robe of Mysterious Conjuration (MiC, 10,000): Sacrifice a spell slot to cast an equal level Summon Monster spell, kind of like a Runestaff loaded with the summon line only it comes with free Rapid Spell built in.
*Need a Shirt Section*
"Here's a little truth that too many high-level adventurers forget: it doesn't have to be magic to be effective. Keep that in mind, and you'll have an edge...particularly when someone drops an Anti-Magic Field."
Alchemical
Doppelganger Bile (CC, 132, 95 gp): Double duration for any spell that grants invisibility or a bonus to Disguise checks. That includes Shapechange.
Eggshell Grenade (OA, 10gp): blind your target (no save) and area around him (DC < 15)
Ehlonna's Brooch (CC 134, 350gp): +1 hit point per hit die for summoned animals or monsters.
Keepcool Salve (Sandstorm 102, 50 gp): Increases your level of heat protection by one and grants a +1 circumstance bonus to Fort saves against damage from hot environs.
Liquid Sunlight (Complete Scoundrel 110, 20 gp): Now, this thing is pretty bad. It's supposed to be thrown or used as a sling bullet against stuff that's vulnerable to light. What it does to said stuff is nowhere near worth mentioning. The easily overlooked first seven words of the entry, however, are. According to these seven words, it gives off light as a torch at all times. Yes, ladies and gentlemen, this little trinket is essentially a smaller, lighter Everburning Torch, for 18% of the price. Also, an item that is better when you don't use it. Beautiful.
Torch Bug Paste(CSc 120, 25gp): A no-save, splash attack, non-magical, non-dispellable faerie fire that lasts for an hour.
Trollbane (Dungeonscape, 90gp): Used to coat a weapon. Makes weapon ignore any regeneration for one strike. (Half Black Dragon War Troll, meet flight of Trollbaned arrows. Buh-bye.)
Tools
Masterwork Tools (PHB, 50gp): These are frequently overlooked, and they shouldn't be. Buy a book to aid you in a Knowledge skill, or a snappy outfit to aid your Diplomacy check.
Marbles (A&E, 5cp): It's effectively Grease, but so cheap you can afford dozens of uses per day.
Targath (ECS, +3gp): +2 Resistance to Saves vs Disease for less than four gold and can be freely passed around the party indefinitely. A must for any low level medic's toolbox.
Kind of Magical
Nugget of Garl Glittergold (CC 134, 350gp): +1 caster level to illusion spells and Trickery domain spells. What gnome illusionist wouldn't want one of these?
Ruby Skull of Wee Jas (CC 134, 350 gp): +1 CL for all necromancy spells, and +1 to the damage roll when rebuking undead.
Scholar's Dreams (CC 132, 175gp): A little more expensive than some of the other components, but doubling the duration of your Foresight or Find the Path can be downright handy.
Soil of Stone (CC, 132, 60gp): Double the duration of Earth spells for 60 gp. Not bad when you're summoning an Earth Elemental monolith or casting an Earthquake.
Stone Socket of Grummsh (CC 134, 350gp): +1 damage per die for War domain spells or spells with the evil descriptor. However, this damage cannot take the spell beyond the normal maximum damage. Note that this one really pays off in conjunction with one of the various feats that add the evil descriptor to spells.
Unicorn Horn (CC 133, 190gp): Turn a Heal spell into a Mass Heal with a 30' cone area of effect for 190 GP. Figure out how many party members you can fit into the cone, then figure out how many scrolls of Heal you would have had to buy to get the same effect. Keep in mind that Bunko's maintains the highest ethical standards; all of our horns come from unicorns that died of natural causes.
War Cross of St. Cuthbert (CC 135, 350 gp): Increases divine CL by 1 for mind-affecting spells and turning undead.