I am here to say that your Pokemon store carries vital life saving ways to spend your match earnings accorded your WBL. Additionally, glance at a few of there publications while waiting for a customization or waiting while a team-mate barters a trade. These league wide scripts can introduce you to people and locations for all levels of larceny or free trade. Gotta catch em all!
Assassination (City): Improved poison delivery and extra SA dice. +1 bonus
Deadly Precision (MIC): Extra SA dice. +1
Illusion Bane (MIC): Ignore illusion-based miss chances and dispel illusions. +1
Merciful
(DMG): Extra die and damage is nonlethal. Helps preserve your enemies so you can ball them. +1
Magebane (MIC): Who do we want to hit? Casters, that’s who. +1
Mind Crusher
(XPH): Wisdom damage can be helpful in reducing arcane caster saves. +2
Psibane (XPH): More expensive and gives you a negative level after you’ve stolen a power. Stay away! +2
Shifting (SoX): Cheap multi-weapon for those who like Master’s Touch. +3.000
Spellblade (PGtF): Immunity to a spell of your choice. Best if you are forewarned of a caster’s tactics. +6,000
Shattermantle (MIC): With this you can reduce an opponent’s spell resistance by up to 15 in the first round. +1
Torturous (Ghost): Stunning on every hit will help you SA. +1/+2
Warning (MIC): +5 Initiative, nice. +1
Melee:Eager (MIC): +2 Initiative and surprise round damage. +1
Ghost Strike (MIC): Put this on a jade weapon to affect undead. +1
Power Leech (LeoF): Mostly for psithieves, this will help you more quickly reduce manifesters.
Power/Spell Storing (XPH/DMG): Any single target damaging spell/power is effected by Arcane/Psychic Focus.
Shadowstrike (MIC): Deny dex and reach for one attack. +5.000
Ranged:Force (MIC): Turn all your ammo into DR ignoring force effects. +2
Precise (MIC): Necessary for archers. +1
Seeking
(DMG): Miss chances are not acceptable. +1
Splitting (CoR): Doubles the number of bow attacks you make per round. +3
Specific:Axe of Pairs (A&EG): One extra off-hand attack for those with TWF. (+3)
Guerilla Spear (CA): 2 extra SA die when denied Dex. (+2)
Lethe (PH): If you ceded steal 9th spells this handily makes up for it. (+20.000)
Stunshot Sling (MIC): Stun for 1 round with a DC of your attack. (+5.500)
Weapon of Legacy (WoL): Gain hide in plain sight, sneak attack, or SLA amongst other useful abilities.
Weapon Crystals:Arcane Steel (MIC): Aren’t many touch spells you are going to throw out. 500/2.000/6.000
Crystal of Return (MIC): Especially the least one, as it gives you free quick draw. 300/1.000/4.000
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
Command (DoF): Improves your leadership score and charisma checks. +3
Ghostward (MIC): Most effects that target touch AC are spells, which is something that you would normally absorb. +1
Twilight (MIC): This is a glittery trap. +1
Dark (DotU): Concealment vs those with darkvision and a circumstance bonus to hide. +8.000
Half-weight (Und): Reduce any armor to light. Special cases only. +3
Magic Eating (MIC): If saves are high, this combos well with absorption. +10.000
Nimbleness (MIC): Raise max dex, lower check penalty; buy this. +1
Roaring (MIC): Competence to initiative and prevents some ranged attacks. +3
Shadow
(DMG): Competence bonus to hide. +3.750/+11.250/+18.750
Silent Moves
(DMG): Competence bonus to move silently. +3.750/+11.250/+18.750
Slippery Mind (DMG2): Two chances to absorb a spell. +45.000
Manifester
(XPH): Use these pp to get a second use or augment stolen powers. +6.000
Reflecting (MIC): Good way to repel spell you failed to absorb. +5
Spell-catching (FoW): Use this if you’ve failed to absorb a spell. +2/4
Specific:Bulwark of the Living (CC): Stolen divine spell for death ward, unlimited. 10.157(+1.000)
Caster’s Shield (DMG):[/url] Effectively scribe scroll on this item at reduced cost. 3.153(+2.000)
Tessellated Armor (A&EG): Medium full plate. 11.560(+5.910)
Crystals:Lifekeeping (MIC): Complements your absorption and later gets a reroll. 200/1.000/5.000
Mindcloaking (MIC): Compare with lifekeeping; death vs mind-affecting. 500/4.000/10.000
Stamina (MIC): Compare with above; yet few poisons or diseases are spells. 300/900/2.700
Bent Sight (MIC): Negates self-inflicted miss chance. 500
Bracers of the Hunter (SoX): Competence to Hide, Initiative, and extra SA die. 8,500
Bracers of Blinding Strike (MIC): Initiative bonus and 3 rounds of Haste. 5,000
Bracers of Murder (DotU): Atk/dmg bonus to flat-footed and reroll SA dice. 4.000
Bracers of Striking (MoF): Low cost, at first, improved unarmed strike. 1.310
Deathstrike Bracers (MIC): Ignore creature immunity to SA. 5.000
Spellmight Bracers (MIC): Pseudo power attack with touch spells. 3.300
Wand Bracer (Dun): Releases 5 wands as swift actions. Non-magical modification for every arm. +300
Robe of Mysterious Conjuration (MIC): 3 Spontaneous standard action summons equal to converted spell level. 10.000
Robe of Retaliation (MIC): Convert spells into 3 retaliatory melee strikes per day equal to spell level. 6.500
Shadow Veil (MIC): In shadows gain concealment against stuff that does not use light to see. 16.000
Artificer’s Monocle (MIC): Inexpensive, unlimited
Identify. Requires 5 arcana ranks. 1.500
Goggles of the Golden Sun (MIC): Immune to blind/dazzle and spontaneous
Fireball. 4.000
Third Eye Clarity (MIC): 1/day immunity to one of a number of nasty effects normally cued off Fortitude and Will saves. 3,000
Quicksilver Boots (MIC): Move as a swift action 2/day. 3,500
Boots of Temporal Acceleration (MIC): Time stop, it’s not easily accessible to you until epic. 43,000
Gloves of the Balanced Hand (MIC): Two-weapon fighting tree. 8,000
Gloves of the Starry Sky (MIC):
Light and spontaneous
Magic Missile. 1.100
Hellcat Gauntlets (MIC): Few of your targeted spells deal damage but now they can. 3.200
Mesmerist’s Gloves (MIC): Double the targets of lower-level enchantments. Better if this applied to illusions. 8.000
Angelhelm (MIC): Aligned SLA to steal. OK loot to give to a follower. 10.000
Circlet of Mages (MIC): Small Concentration bonus and retain 3 levels of cast spells each day. 5,000
Circlet of Rapid Casting (MIC): Automatically quicken low-level spells a few times per day. 15,000
Drake Helm (EH): Add up to 4 spells to your known spell list. 7.000+
Headband of Conscious Effort (MIC): Concentration check instead of Fort save. 2.000
Fiendhelm (MIC): Aligned SLA to steal. OK loot to give to a follower. 10.000
Phylactery of Virtue (MIC): Bonus against necromantic saves and spontaneous
Death Ward. 6.500
Anticipation (DotU): Reroll all initiative checks. 6,000
Darkhidden (MIC): Invisible to Darkvision. 2,000
Drow Blood (DotU): Gain drow SLA or extra uses thereof. 4.800
Resolve (DotU): Bonus against fear and 1/day redirect a fear effect. 5,500 gp.
Spell-Battle (MIC): Spellcraft unseen casting and change target of spell. 12.000
Theurgy (CA): Three spells stored for known list. 20.000
Mantle of the Predator (MIC): Competence to Hide and Move Silently; and extra SA die in melee. 8,000
Shadow Cloak (DotU): Deflection bonus and immediate teleport of 10 ft. 5,500
Collar of Umbral Metamorphosis (ToM): gain the Dark Creature template for 10 min/day. 10,800
Hand of Glory
(DMG): In addition to casting Daylight and See Invisibility, allows the wearer to benefit from an extra ring. 8,000
Periapt of the Sullen Sea (MIC): Breath twice per day and spontaneous
Freedom of Movement. 6.000
Scarf of Spell Catching (DMG2): Replaces and expands your absorb spell ability. Limited use. 18.000
Rogue's Vest (MIC): Small competence bonuses to Hide, Move Silently and Reflex, plus extra SA die. 18,000
Shirt of the Leech (MIC): Identifies all healing spells and steals 3 healings per day. Useful against celestial and divine casters. 8.000
Vest of the Archmagi (MIC): Swift pearl of power, healing, and armor functions. 200.000
Belt of Battle (MiC): Provides extra actions. 12,000
Belt of Theft-Healing (MiC): 3/day heal hp equal to level of spell stolen. 2.000
Belt of the Reinforced Form (DotU): Quicken a self-affecting Transmutation spell of any level 1/day and gain a +4 bonus against transmutations. 5,400
Belt of the Wide Earth (MIC): Double carrying capacity and spontaneous
Teleport. 8.000
Cord of Favor (MIC): +5 to Sense Motive and spontaneous
Divine Favor. 3.000
Masterwork Potion Belt (FRCS): Holds 10 that are drawn as 1/round free actions. +60
Absorption (DMG): Has infinite absorbing properties in combination with channel charge. 50.000
Divergence (PGtF): Redirect predetermined energy and
Faerie Fire @ will. 117.000!
Dragon’s Blood (Drac): Recast spell or SLA from last round. Too expensive for pseudo-metamagic. 10.000
Flame Extinguishing
(DMG): Useful against fire creatures and fiery terrain. 15.000
Leadership (HoB): Increases your leadership score. 25.000!
Magical Precision (CM): Effectively grants
Precise Shot and allows you to ignore concealment with spells. 12.000
Many Wands (CM): Uses a lot of charges and a full round action. Actually better off using a powerful staff spell for this cost. 27.000
Matriarch (DotU): Magical mace that effectively counts as Highborn drow feat for women only. 18.000
Metamagic
(DMG): Quicken and Silent tend to get you out of the most trouble. 3.000+
Shadow Blending (CM): Convert
Minor Image into
Shadow Conjuration and
Major Image into
Shadow Evocation. 9.000
Warbringer (CM): Allows you to cast two buffs on yourself at the same time similar to a ring of spell storing. +6.000
Withering
(DMG): Deals str/con dmg and allows constant touch attacks. 25.000
The following books provide useful benefits while in your possession:
Barb of the Mind
(Online): Grants
Spell Focus (enchantment). Plus you can absorb the suggestions it constantly casts on you. 11.000 (8.900)
Harper’s Companion
(Online): Allows you to convert a 2nd level slot into Nightmare Lullaby. 5.000 (3.600)
The following items can be utilized by stealing the use of an SLA from a specific dragonmarked individual:
Channeling Rods (ECS): The price break is nice but they are only useable on a specific sub-list of dragonmarked SLA categorized by strength. 500+
Altar of Resurrection, Lightning Reins, Skyforge, Speaking Stone (ECS): Lousy buy, but a useful item to have access to in certain circumstances.
Bag of Bounty (ECS): You can use it but the additional castings per day are largely useless to you. 10.000
Bracelet of Comfort, Diadem of Focused Passage, Houseward, Prospector’s Rod, Scrystone (ECS), Pen of the Living Parchment (S:CoT), Image Projector, Reparation Apparatus (MoE): You can use these, but it is more likely an item you are borrowing from a cohort.
Garb of the Hunting Cat (MIC): Deconstructing the claws into other weapons makes this much more valuable. Holds a lot of value, but the Sudden Strike is slightly overpriced.
Raiment of the Four (MIC): I’d love to be able to deconstruct this since each piece is a wearable runestaff. Stackable resistance is flavorful.
Vestments of Divinity (MIC): Much like the raiment of the four, the cord and phylactery allow spontaneous spell conversion of stolen divine spells. Sadly, the phylactery is massively overpriced in comparison to the bulwark.
Arcane Thieves Tools (MIC): Cheap +7 tools. 1.400
Domain Staff (CC): Only being able to use each spell 1/day makes the best choice domains those with unique spells. Most domains have a few sub-par spells. 16,000
Runestaves (MIC): Custom runestaves are a great place for personal buffs. 3/day is sufficient for 10 min/lvl and 1/day for hourly. Stolen spells allow you to access higher CL/slots than you normally possess.
Glyph Seal (MIC): Reusable portable traps that you can use to place excess stolen spells. 1.000/4.000
Pearl of Power (DMG): Get two uses out of stolen spell. 1.000+
Memento Magica (MIC): Regain spell slots. 1.500+
Orb of Shadow (ToM): Regain mysteries like the pearl.
Metamagic Wandgrip (CM): 3/day and only for your metamagic feats. 6.000
Codex Advocare (EtCR): Gain another least invocation, the main abuse of which is to acquire a warlock’s caster level to combine with master spellthief. 20.000
Affiliations:Blackwheel Company (CoS): Bonus fighter feat, favored in house, leadership, and magic weapon SLA. R4/5
Cabal of Shadows (CoS): Leadership, cheap potion/scrolls, and 5 SLA.
Cairn’s Keepers (Online): Leadership, SR, free treasure, and dispel magic and protection from evil SLA. R3/4
Covenant of Light (CoS): Leadership, free spellcasting, and 4 SLA.
Crimson Codex (CoS): Leadership, free treasure, CL boost, and comprehend language SLA.
Farlaghn’s Way (CC): Etherealness SLA. R4
First Scroll (DM): Gain the dragontouched feat and an extra invocation. R3/4
Guardians of the Green (CC): Control plants and Transport via plants as SLA. R4
Guardians of Rusheme (CoS): Sending and transport via plants SLA plus skills. R4
Iron Watch (CoS): Increased DR, free repairs, and 2 repair SLA. R3/5
Monks of the Dark Moon (CoR): Gain 2 extra shadow spells known and allied attack bonus.
Paragnostic Assembly (CC): Knowledge skill benefits.
Shadow Guard (CC): Leadership traits and Greater Invisibility SLA. R4
Sun Domain (CC): Holy abilities and endure elements SLA. R3/4
Travel Domain (CC): Escape abilities and clairaudience/clairvoyance SLA. R3
Water Domain (CC): Swim and 2 water SLA. R3
Companion Spirit (DMG2):Chain – 2 compulsion SLA, compulsion effect, CL boost, and an Intimidate pool.
Lightning – 2 speed SLA and electrical resistance.
Shadow – Hide/Move Silently pool and invisibility/silence effects.
Shroud – false life SLA and death ward effect. Kind of morbid.
Thunder – 2 sonic SLA and sonic resistance.
Tower – Expertise pool and stoneskin effect.
Dragon Pact (DM): If you have a method to count as a sorcerer this is a great means of extending your spellcasting. Though you can sacrifice stolen slots you will anger the dragon if you can’t keep stealing the proper level of sacrifice. The best slots to sacrifice are the odd spell levels. None of the given pacts are great so I’d suggest using the sidebar guidelines to come up with your own.
Magical Locations/Rituals:Altar of Blood (DoE): Improves your caster level by 2. Useful for all those spell-likes you didn’t steal. Also has spell-like earthqake and storm of vengeance. (1 month) 40.000gp
Altar of the Dragon's Eye (EotLQ): Grants Aberrant/Least Dragonmark feat. (permanent) 5,000gp?
Bigby's Tomb (CM): Hand spell-like ability 1/day if you can cast evocations (1 year)
Claw of Vulkoor (SoX): Spell-like SMV 1/day limited to scorpions. Difficult to recharge too. (1 month) 10.000gp
Cloudseat (CM): divination as a swift action. (1 year) 2,000gp
Court of Thieves (CS): bonus luck feat. (permanent) 6,000gp
Dragonblood Pool (CM): bonus arcane spell slot of 1st, 2nd, or 3rd lvl. (1 year) 2,000gp
Frog God's Fane (CS): Knowledge bonus feats and treat as trained for those skills. (permanent) 2,000
Heart of Io (DoE): +3/day of Aberrant/Least Dragonmark SLA or gain Aberrant SLA 3/day (1 year) 2,400 gp
Heart of Stone (DMG2): spell-like DR/adamantine (1 year) 2,000gp
Iron Wyrm Vault (CS): Dungeoneering bonus feats. (permanent) 3,000gp
Library of Hidden Skulls (DoE): Detect alignment, pass without trace, read magic, and elven searching are the most useful. Speedy gather information checks might also be handy. (1 month) 2,000 gp
Mystic Glade (DoE): 1 Limited wish SLA @ CL 13. (1/year) 4,000gp
Otyugh Hole (CS): Iron Will! And some other bonus feats. (permanent) 3,000gp
Pillar of Fire (MotM): 5 uses of fireball as SLA @ CL 5. (until used) 4,000 gp
Rainbow Falls (CM): transmutation spell with 3x duration (1 year) 2,000gp
Shattered Dreamwar Gate (SoX):
false sensory input as psi-like ability (1 year) 8,000gp
Ritual of Association (SS): Gain a subtype like dragonblood, shadowlands, or shapechanger. (permanent) 56,000gp! +xp
Ritual of Magic (DMG2): Creates personal item and +1 on CL checks. (item)
Shieldstone Cavern (CM): +1 caster level for abjuration spells (1 year) 1,000gp
Shrine of Primal Chaos
(Dragon 360): SLA-1/day: suggestion, poison, or cloudkill; +2 profane v mind-affecting, energy resistance 5, or swift +5' reach. (1d4+4 days) 5,000 gp
Soulheart Pool (CM): recast any enchantment spell. (1 year) 4,000gp
Terrible Cyst (DMG2): Smite good for so little! Ask if you can go for the other alignment location quests to collect them all. (until death) 2,500gp
Timeless Fountain (SoX): age one day and time stop as spell-like. (1 year) 5,000gp
Vale of Smoke and Fog (CM): +50% duration of all illusions and +1 Save DC (1 year) 18,000gp
I choose …Index