Armor/Shields: Armor is important for a Soulborn and unfortunately you don’t have to worry about bind interference. Your dexterity will be low, so this is the main way of boosting your AC.
General Enhancements: Anchoring (MIC): Enhancement boost to not be bulled, overrun, or tripped. I strongly advise protecting thyself from being done unto. +1/+2 bonus.
Called (MIC): Donning a heavy armor tends to take a couple minutes. With this ability you can don your armor as a standard action. Also you can leave it anywhere on your plane and just call it back to you. +2.000
Commander (MIC): Give some small bonuses to your allies. The bonus on the will saves is morale, so it will stack with most other bonuses. Only +2.000.
Darksoul Protection (BoVD): Half damage from good effects and smites is very special case. +1 bonus
Energy Defense (MIC): Overpriced as a synergy piece. Get a wand instead. +1 bonus
Energy Immunity (MIC): Instant selection of what ails you. +2 bonus
Exalted (BoED): Half damage from evil effects isn’t really worth this cost even with protection. +3 bonus
Fortification (DMG): Negate critical hits and sneak attack damage to yourself will help your companions. Also improves survivability a lot. +1/+3/+5 bonus
Ghost Ward (MIC): Raise your flat touch AC. +1 bonus.
Soulbound (MIC): Hey, I might have spare essentia. +1/+2 bonus
Speed (MIC): 3/day create a haste effect on you. +6.000.
Undead Controlling (DMG): Refriend those necrocarnum zombies once you’ve lost control. Expensive. +49.000
Shield Enhancements:Animated (DMG): Use a two handed weapon while taking benefits from a shield, too. +2 bonus.
Bashing (DMG): Specially designed for those warriors that prefer to use their shield as a weapon. +1 bonus.
Time Buttress (MIC): Become invulnerable to nearly everything for 1 round once per day. +5 bonus.
Armor Enhancements:Blurring (MIC): The greater version of this can be activated any number of times per day and its duration is nice. +1/+2 bonus.
Fearsome (DotU): Gain bonuses to intimidate and demoralize as a move action. +5.000
Freedom (MIC): All day protection against movement throttling effects. +5 bonus
Magic Eating (MIC): If saves are high, this combos well with a Therapeutic mantle. +10.000
Menacing (MIC): Standard action to activate a charisma based fear aura. +30.000
Roaring (MIC): Protects against ranged attacks and gives a bonus to initiative checks. +3 bonus.
Armor Crystals:Crystal of Screening (MIC): You impose a penalty to the touch attacks of incorporeal creatures. If you are dealing a lot with them, you should get this since your touch AC will be crappy. +400/+1.000/+3.000
Iron Ward Diamond (MIC): Damage reduction until it has blocked a certain amount of damage a day. +500/+2.000/+8.000
Restful Crystal (MIC): Sleep in your armor without problem.
Specific:Fleshshifter Armor (BoVD): You too may abuse alter self. 13.160 (12.000)
Rhino Hide (DMG): Remold this to your favorite armor and it’s a cheap charge bonus. 5.165 (1.000)
Serpent Armor (MIC): Pricey option for combat reflexes. 12.160 (10.500)
Shield of Mercy (MIC): Healing that adds versatility when you can’t smite. 2.170 (1.000)
Weapons:Soulborn bonus feats and melds allow them to be adequate in all combat styles. That said they are best at bull rushing, charging, overrunning, and tripping. Soulborn have the bonus damage to do well in ranged combat or two-weapon fighting but are somewhat lacking in the feats to excel in them. Of special note, weapons that can be set against charge and the lance will double your smite damage.
Two handed weapons: Most times used in conjunction with power attack feats, resulting in good damage output. Look at weapons that add to your combat modes and/or reach.
One handed weapon along with a shield: More defensive capabilities and decent damage if you choose the right weapons. The cloak is a notable all-weather multi-threat (armor, shield, tripping, and weapon).
Ranged with a buckler: This can get seriously pricey but you are more likely to overcome defenses. I like the atlatl as it gives you the feel of a thrown weapon and the loading advantages of a bow. Also look into bola, glot, lasso, and net to hobble enemies while in close quarters.
General Enhancements:Assassination (City): Nice little combo with Gloves of the Poisoned Soul or Sneak Attacks. +1 bonus
Disarming (MIC): Prevents being disarmed and bonus on your attempts. +2 bonus.
Dispelling, Greater (MIC): 3/day greater dispel magic as a free action. +2 bonus.
Illusion Theft (MIC): 1/day greater dispel illusion as a free action and store illusion. +3 bonus.
Soulbound (MIC): Hey, I might have spare essentia. +2 bonus
Suppression (XPH): Effectively unlimited greater dispelling minus curse removal. +2 bonus
Virulent (DotU): Speeds up secondary damage for Gloves of the Poisoned Soul. +1 bonus
Melee Enhancements:Dragondoom (MIC): Smite dragons 3/day; damage based off size. Surprised there is no giantdoom. +1 bonus.
Brutal Surge (MIC): After attacking, spend a swift action to initiate a bull rush. Usable 1 + con mod. +1 bonus.
Defensive Surge (MIC): The AC improvement doesn’t impress me. Usable 1 + intelligence modifier. +1 bonus.
Doomstrike (CoR): Special cleave after successful sunder attempt. +1 bonus
Grasping (A&EG): Small bonus to disarm and trip to buy late game. +2 bonus
Intercepting (FoW): Special interrupt against strength-based combat maneuvers and charges! +1 bonus
Mighty Smiting (MIC): Bonus on smite attempts and one extra use per day. +1 bonus.
Sacrificial Smiting (CoV): Immune to negative levels? If not, this is harakiri. +1 bonus
Spell/Power Storing (SRD): Any single target damaging spell/power is effected by Arcane/Psychic Focus.
Sundering (MIC): Allows you to attack as if you had the improved sunder feat and you even deal bonus damage on sunder attempts. +1 bonus.
Sweeping (MIC): Bonus to trip checks only. +1 bonus
Toxic (DotU): Get a second use from Gloves of the Poisoned Soul. +1 bonus
Valorous (UE): Double damage on charges. +1 bonus
Vampiric (MIC): Heals more than it inflicts when combined with Therapeutic Mantle. +2 bonus
Whirling (MIC): Can’t pick who to smite in a crowd or stymied by mirror image? Combo w/ brutal surge to unmob yourself. Free feat. +1 bonus
Ranged Enhancements:Distance (DMG): Good/Evil is contagious, snipe em before they get preachy. Free feat. +1 bonus
Exit Wound (CW): When shooting opposing ducks in a row. +2 bonus
Force (MIC): Replacement for crystal helm in ranged combat. +2 bonus
Precise (MIC): Free feat. Sighting gloves. +1 bonus
Seeking (DMG): Bye-bye miss chance. +1 bonus
Splitting (CoR): Doubles your number of attacks. +3 bonus
Weapon Crystals:Crystal of Return (MIC): Especially the least one, as it gives you free quick draw. 300/1.000/4.000
Crystal of Security (MIC): Prevents disarming. 300/1.000/3.000
Demolition Crystal (MIC): Extra damage, overcome damage reduction, and sneak attacks or critical hits against constructs. 1.000/3.000/6.000
Truedeath Crystal (MIC): Extra damage, ghost touch, and sneak attacks or critical hits against undead. 1.000/5.000/10.000
Specific:Balor’s Sword of Smiting (A&EG): Expensive way to gain a smite good if you don’t have it. 118.670 (20.000)
Battleaxe of the Bull (A&EG): Saves you a feat or bind of Astral Vambraces. (+2)
Blackguard’s Blade (BoVD): Adds damage to your smite good. 9.515 (1.200)
Halberd of Vaulting (A&EG): Double damage on leaping charge. (12.000)
Holy Avenger (DMG): Level based SR and greater dispel magic. 120.630 (20.000)
Shatterspike (DMG): Exceed enhancement bonus cap on sunders. (2.000)
Staff of Mighty Sweeping (MoF): Grants improved trip. (10.000)
Vigilant Halberd (A&EG): Double smite evil damage. 72.310 (+1)
Miscellaneous:Essentia Helm (MIC): Charge those incarnum feats and swap for other headgear. 3.000
Belt of Endurance (A&EG): Con and Great/Cerulean? Fortitude. If you can get essentia, buy it. 10.000
Incarnum Focus (MIC): Raise the cap on a location where you have double chakra. 15.000
Noble Pennon (MIC): Small boost to your smites. 5.000
Soulsmite Gauntlets (MIC): Put invested essentia to double duty. 3.000
Soulstone (MIC): You won’t get a brow bind until 14th level. Take it! 10.000
Steadfast Boots (MIC): Combat mode defense and readied against charge. 1.400
Helm of Battle (MIC): Combat mode stacking ahoy. 2.000
Armbands of Might (MIC): Nice bonuses to power attack and strength related skill checks. 4.100
Belt of the Champion (MIC): Reliquary stand-in for Sphinx claws. 4.500
Vest of Defense (MIC): Bonus to AC from combat expertise. 2.000
Boots of Battle Charger (MIC): Nice charging bonuses. 2.000
Dispelling Cord (MIC): Bonus to dispel attempts. 1.000
Magic Siphon (MIC): Terrible utility, but it might get you out of a pinch. Good CL. 25.000
Bag of Flames (MIC): Overlap the immunity function with Flame Cincture. 3.500
Conduit Rod (MIC): Like adding 4 essentia into your Flame Cincture meld. 6.000
Deadwalkers Ring (CM): Bargain desecrate for your necrocarnum zombies. 4.000
Nightcaller (Azan-Gund, SC): 2 capped HD zombies for masters of undeath. 3,000gp
Mantle of Rage (
Online): Its barbarian magic. 6.000
Shroudcrown (PGtF): Grants turn undead if you must mock a paladin. 113.600
Sacred Scabbard (MIC): Bless weapon effect. 4.400
Magical Locations/Rituals:Crystal Node (CP): Could be converted to 2 essentia; +1 w/ open brow chakra. (1yr) 4,500gp
Footsteps of Corellon (DMG2): All good elves and half-elves should ranged smite. (30 days) 4,000gp
Iron Wyrm Vault (CS): Dungeoneering bonus feats. (permanent) 3,000gp
Necropolis of Dread (DMG2): Raises DC of the gaze on your fearsome mask. (1yr) 3,000gp
Otyugh Hole (CS): Iron Will! And some other bonus feats. (permanent) 3,000gp
Ritual of Alignment Change (SS): Gain an opposing alignment subtype. (permanent) 56,000gp! +xp
Ritual of Association (SS): Gain a subtype like dragonblood or elf. (permanent) 56,000gp! +xp
Ritual of Magic (DMG2): +1 on CL checks. (item)
Terrible Cyst (DMG2): Smite good for so little! All the cool hellbred are doing it. Ask if you can go for the other alignment location quests to collect them all. (until death) 2,500gp
The Frog God's Fane (CS): Knowledge bonus feats and treat as trained for those skills. (permanent) 2,000gp
Affiliations:Assembly of Balance (CC): Smite a tracked enemy. Gain some use out of a hunter’s circlet. R5
Blackwheel Company (CoS): Bonus fighter feat, favored in house, leadership, and magic weapon SLA. R4/5
Bloodbound of the Red Ring (CoS): Exotic weapon proficiency, free treasure, and intimidate boost. R2
Cairn’s Keepers (Online): Leadership and dispel magic and protection from evil SLA. R3/4
First Scroll (DM): Gain the dragontouched feat and an invocation. R3/4
Wintervein Dwarves (PHB2): Weapon foci and improved critical feats might help on prerequisites. R2/4
Companion Spirit (DMG2): Chain – 3 compulsion spell-likes and a CL boost along with an Intimidate pool. Charming Viel interaction
Corrosion – Poison/sunder boost and acid resistance. You have an especially cruel team.
Dragonclaw (DM): Attack/damage boosts and auto crit. Bonus is insight.
Dragonskull (DM): AC for save exchange and rage effect. Morale benefits that use sw/immed actions.
Flame – Flame cincture damage boost and fire resistance. Resistance doesn’t stack.
Rampart – AC pool and concealment effect. AC bonus is insight.
Thunder – 2 sonic spell-likes and sonic resistance.
Tower – Expertise pool and stoneskin effect. AC bonus is insight.
Spells:Channel Celestial (BoED): Allied celestial gives you its smites. [sanctified 7]
Devastating Smite (FoW): Double smite damage [personal, bla/clr/pal 1]
Crown of Smiting, Holy Smite, Righteous Smite (PHB2, PHB, BoED): Particularly enlightened DMs might allow these to stack with Sapphire Smite. Good luck on that ability=spell argument.
Fiendform (SpC): Alter self (summon monster) that gains all SA&SQ. [personal, sor/wiz 5]
Iconic Manifestation (CC): Purely for divine minions. [personal, drd 4]
Smite Heretic (BoED): Double smite damage [personal, pal 3]
Smite of Sacred Fire (FoW): Add fire damage to your smite. [personal, pal 2]
Unicorn Heart + Horn (CM): Smite evil 1/day. [personal, drd/sor/wiz 7+3]
Visage of the Deity (SpC): Smite evil or good 1/day. [personal, clr 6]