Since most people don't have access to that book, that's rather useless. Part of the point of message boards and threads of this nature are to show people what the options are without forcing them to read through the endless stream of books to dig out the interesting stuff.
Over your head and under your feet, maybe one day in between it'll meet.Arrow of Piercing: 1k for +5 to attack, but deals 1d4 and you're compelled to chase after it.
Per ammo rules, adding +1 Spell Storing Returning would run you a total 1,357gp per arrow shot and awards +5 unnamed & +1 enhancement to the attack roll. Maybe not OP, but certainly useful when you can't afford to leave things to chance.Axe of Slaughter: Each time you hit someone with it, DC 15 Fort or die. If they succeed then you need to make a save or die.
It's a +3 weapon with a minimum 5% auto-kill rate for 30k. with Death Ward or the like, it's superior to Vorpel.Fail of Domination: Each hit bestows a stacking -1 penalty to Will Saves for two rounds.
1,308gp weapon that like the arrow sports no enhancement bonus, upgrade how you wish. Great for any build.Ghostmaker: 30k weapon and anyone it kills comes back as a ghost.
Because how much can guarantee on coming back as a Ghost really worth?Spear of Channeling: 1/day Channel like a Cleric (see KoK:Core).
For 8k. Now trek back to the 2nd post on page 1 by me and look up a few of those Channel Divinity things.Ring of the Grand Incinerator: [Fire] Iron Golem healing.
WotC has Mantle of the Fiery Spirit which bestows the [Fire] Subtype, you're immune to fire damage but +100% from cold, ritual costs around 10k per Hirelings and requires a 6th level Druid. This is is 6.7k and can be taken off prior to the white dragon battle. Also instead of immunity it grants healing, +1 hp per 3 damage to be precise and any excess healed above your maximum is stored as temp hp for an hour. While wearing the ring you cannot benefit from conjuration healing spells, like a warforged titan. But as noted you can take it off. So like the slayer weapon, it's better than WotC's options and cheaper too.Rod of the Necromancer: Unlike normal rods, these has cool-downs not charges. At-Will Control Undead, 1/day Animate (CL 15), etc.
Best part is you gain a Lich's Fear Aura until someone casts Remove Curse. Even if you resell the weapon (unusable by anyone but you through) or Sunder it. Depending on how your DM enforces WBL, this is cost free source of a fear based Aura after level up.Armband of the Orc: +4 Str, Darkvision 60ft, Speak Language(orc), all for 1,200gp.
Fracking amazing! Super cheap +4 Str but omg it gets better. Each month it raises or lowers an ability score one point closer to a standard Orc's. Removing the armbands stops this process and Lesser Restoration lets you recover the lost attributes. Means this thing can potential turn a starting 8 Str base into 15 Str base and you cure any negatives incurred after doing this. On top of using that +4 Str bonus. Because everyone should have 19 Str after level 4...Cloak of the Forsaken: +2 unnamed to attack/damage, +2 to Save DCs & Turn Undead, At-Will Alter Self. 30k.
2 weeks after wearing it DC 25 Will or he goes out and commits evil acts, or does he? Exact rules state you feel tired and sore and have a nightmare, not that you actually did anything. A month in your alignment shifts and these nightmares are so vivid there is "no question to his role in the recent rash of crimes". And if destroy, you are free from it's curse but not the crimes. But here is the thing, it never really says or forces you to comment any real acts of evil making it operate like the ending to Brainscan or something. OR just say who cares and take ranks in Lucid Dreaming so you really are murdering people in your sleep, with increased bonuses!Crown of False Majesty: 4.1k for +6
Enhancement to Intimidate/Diplomacy.
Weekly DC 15 Will or your Alignment bumps towards Evil. This isn't a bad thing, join Team Evil. We have cookies.Flute of the Dead: Grants Immunity to Fear for the rest of your life after a failed DC 15 Will Save.
And no downsides! Just fine print like use it once to fail the Save then sell it.Orb of Golem Command: Command any Golem until you fail a Concentration Check.
DC 10+CR_Total_Controlled. Yeah, I said CR. Not HD like Turn Undead, but CR. And yes, Golems get +1 CR per 4 HD so you can get some pretty heavy tanks well above your CR as soon as you can afford the 18k on this.Robe of Multi-Hues: 10k, anyone looking at you makes a DC 16 Will Save or suffer a Moral Penalty to Attack for 10 rounds.
Initally I was going to skip this, DC 16? Moral? Blah. But then upon second look the penalty flat out doubles for every three levels. Up to -64 by 18th, holy crap! All hung up on that DC 16 Will. Proper debuffage yields immunity to Attack Rolls. There is got to be a way to use this, and Will Saves are not exactly the best among Monsters.War Banners: There are four of them, allies gain the bonus if within 50ft of it and they all cost around 5k.
Defense is +2 Luck to AC & Protection is +2 Luck to Saves, these are unslotted luck bonuses for the entire party and costs less than 11k. But the real gem is Righteousness which makes everyone auto-succeed on any Will Save DC 20 or lower. You could have a -5 Will Bonus, but someone hits you with a DC 19 murderyou Spell, you Saved. You Flawlessly Saved. And now you need to start back up at the top of the Magical Items in this book, because everything that required a Will Save to avoid was less than DC 20, and now you'll never fail it.All of these are from KoK:VDH. And I damn near mentioned everything printed in their Magic Item section.