Best Items by price1-10gp[spoiler]
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Best Stuff[spoiler]
Sling(0 gp, 0 lbs)(PHB 128)
Free way to let your fighter participate in ranged combat, Sling adds strength to damage. If using random stones deals 1d3 @ -1 to attack @ 50' range
Flour(0.02 gp, 1 lbs)(Arms & Equipment Guide 31)
Invisibility distrupter, food generator, breeze finder, Spray-on-ghost
Flour Pouch(0.1 gp, 0.1 lbs)(Dungeonscape p. 32)
Thrown as splash weapon, 5' burst. Locates invisible creatures, reduces their concealment to 20%, and reduces their hide bonus. To completely negate concealment, see Torch Bug Paste (25 GP, Complete Scoundrel).
String(50')(0.1 gp, 0 lbs)(My head)
When twine is too heavy. Also good for bell traps
Candle, Insectbane(0.1 gp, 0 lbs)(Arms & Equipment Guide p. 21) Craft(Alchemy) DC 10
Keeps nonmonstrous vermin away, 5' radius, burns for 1 hour. Vermin Ointment (Secrets of Xendrik p. 139, included below) does the same thing and costs 20 GP, but it also affects monstrous vermin if they fail a Fortitude save DC 15. If you're surrounded by inexhaustible number of insect swarms, 10 hours should be long enough to allow all your spellcasters to rest and regain spells.
Marbles(0.2 gp, 2 lbs)(Arms & Equipment Guide p. 24)
These are deployed much like caltrops, so it takes a standard action to spread. Basically a 5' x 5' square of non-magical grease. Dump them under an opponent without 5 ranks of Balance to deny his Dex bonus and make the party rogue happy.
Utility bracers(1 gp, 2 lbs)(d20, Pale Designs: A Poisoner's Handbook)
Pick 1 for each arm: garrote, hidden 1sp,spring blade(dagger)4gp,spring blade(dart) 4gp,launcher, needle 7gp, quick-draw sheath(dagger) 3gp, lock picks, hidden 15gp, vial sheaths(3) 1gp
Spear(.66 gp, 6 lbs)(PBG)
10' Reach gives you a free attack, and deals double damage vs. chargers. While Sleep can render them unconscious, be useful by doing a CDG (save-or-die Fort DC=10+damage dealt) 1d8, 20/x3 simple weapon. Average crit damage = 13.5 => Fort DC 23 or die
Vial(1 gp, 0 lbs)(PHB 128)
Just killed a poisonous Spider, use that venom on another monster
Bell(1 gp, 0 lbs)(PHB 128)15
Good for string and bell trap while practically free. The wizard has to cast a spell, you use your brain.
Dagger(2 gp, 1 lbs)(PHB 128) Craft(Weaponsmithing) DC 12
Ranged/melee 1-handed weapon(usable once swallowed), Rough drill,Hammer with hilt, Heat and cauterize wounds, Pry bar, signal, + stick = makeshift spear, carving messages, oral hygine toothpick,
Inside Pocket(4 gp, 0 lbs)(Complete Scoundrel)
This is simply an extra pocket sewn on the inside of a piece of clothing. A character with ranksin sleight of hand can substitute his sleight of hand check result with his normal search DC when concealing items in the inside pocket. He gains a +5 bonus on such checks. The maximum size of the space contained is 2 sizes smaller than the article of clothing. medium clothing can hold 2 pockets each for a tiny object. Double cost=+5 search DC, can be done up to 2x.
Bayonet sword(Crossbow addon)(4 gp, 2 lbs)(Complete Scoundrel) Craft(Weaponsmithing) DC 12
As spear = 1d8 @ -2 to attack, separate magic.
Sleep-Smoke(self crafted)(4.16 gp, 0 lbs)(Waterdeep, City of Splendors) Craft(Poisonmaking) DC 15
DC 14 fort, unconcious for a minute/unconcious for 1d3 minutes
Scroll Organizer(5 gp, 0.5 lbs)(Forgotten Realms Campaign Setting p. 97)
Wizard must hold organizer! He can now have 15 more utility spells so he can free up other spells which don't cost money casting. Before you can afford a haversack being able to call on 15 scrolls is powerful, knowing you can hold as many spells on a scroll as you wish(
SRD for scroll See physical description), so this may be moot. This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of the scroll shows, allowing you to scan the scrolls' title.
Longspear(5 gp, 9 lbs)(PHB 128) Craft(Weaponsmithing) DC 12
1d8, reach, set off traps. One of the few simple weapons with reach. Hello, Free Attack of Opportunity
MuleRope, Hemp(1 gp, 10 lbs)(PHB 128)
Silk rope, while under 10 gp, is still quite expensive. Consider getting silk If you're over weight
Dastana(self crafted)(8.3 gp, 4 lbs)(A&EG) Craft(Armorsmithing) DC 11
+1 AC ontop of shield and armor, but heavy. Anyone with a Craft(armorsmithing) bonus of 1 can make this @ 1/3 price by taking 10
Heavy Sickle(self crafted)(4 gp, 6 lbs)(PlanarHB 69)
1d8 1-handed simple melee weapon. Look awesome. Anyone with a +2 Craft(Weapon smithing) can take 10 to craft simple weapons.
Eggshell Grenade, Dust(10 gp, 0 lbs)(Oriental Adventures p. 78) Craft(Alchemy) DC 20
Thrown as a grenade-like weapon, so make a ranged touch attack with a range increment of 5'. A dust grenade that hits its target directly BLINDS!!! the target for 1d4 rounds *NO SAVE*. Anyone else within the 5' radius splash must make a Fort save DC 10 or be blinded for 1 round. This is an amazingly effective weapon that works on a wide variety of opponents, but don't overuse this one or your DM will come down on you with a banhammer like a ton of bricks.
Fish Hook(0.1 gp, 0 lbs)(A&EG)
Practically free, weightless, one of the best survival items out there, and it can be well hidden so you can use it when you're put in jail.[/spoiler]
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Not Stellar, but you have to have it[spoiler]
Crossbow(Self crafted)(11.7 gp, 4 lbs)() Craft(Weaponsmithing) DC 15
1d8, decent range. Stick a Bayonet Sword(1d8@-2 attack) on it and threaten melee.
Flint & Steel(1 gp, 0 lbs)(PHB)
If your sparker burns out and your magnifying glass won't work, best to have this as a fallback. antimagic feilds have a hard time with these too
Sack(0.1 gp, 0.5 lbs)(PHB)
Loot redistribution device.
Backpack(2 gp, 2 lbs)(PHB 128)
Ya know, to go to school.
Bedroll(0.1 gp, 5 lbs)(PHB 128)
Can you think of some creative uses for your sleeping bag outside of sleeping, that wouldn't make that night's sleep squishy?
Bolts(20)(2 gp, 2 lbs)(PHB)
You need these for the crossbow
Tent (one person)(5 gp, 10 lbs)(A&EG 26)
Lighter than a 4 man tent, see hamock[/spoiler]
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Non-essential Steals[spoiler]
Hearthfire(10 gp, 2 lbs)(Races of Stone p. 160) Craft(Alchemy) DC 20
This is Jello... that glows like a torch. I'm sorry, but that's just too cool not to include. While the dowdy ol' torch may still be the most economical light source at only 1 CP apiece, they're very bulky (each torch weighs a pound). Two pounds of Hearthfire includes 12 cubes, and each cube lasts 24 hours. While an equivalent number of torches would only cost 2.88 GP, they would weigh 288 pounds. Hearthfire doesn't produce any heat and thus can't be used to light anything on fire or as an improvised weapon, but... Glowing Jello!
Grapling hook, colapsable(3 gp, 2 lbs)(Arms & Equipment Guide 22)
If weight is a concern get this, otherwise get the normal one if money is a concern
Targath on arrows, 1 arrow(3 gp, 0.1 lbs)(Ebberon CS)
arrow gives you a +2 resistance bonus to fort saves against disease for a measely three gp.
Expandable Pole(5 gp, 1 lbs)(Song & Silence p. 53)
Every adventurer needs the obligatory 10' pole, but this one "goes to 11". It can be adjusted to 5', 7', 9', or 11' lengths, or collapsed down to 1'. Another version, called a Mobile Brace, can be found in Races of Faerun, which has more detailed rules on how much weight it can support and for using it to secure a rope for climbing, but it weights 3 lbs. Dungeonscape has a similar "Collapsable Pole" that goes out to 12', but it weighs 8 lbs. I chose this version to conserve weight.
Silent Shoes(10 gp, 1 lbs)(Arms & Equipment Guide 22)
+1 move silently. Low level sealthing
Smuggler's boots(10 gp, 1 lbs)(Arms & Equipment Guide 22)
holds dagger/map in the sole of each boot, with 2 fine items/boot (potion perhaps)
Magnet, small(10 gp, 1 lbs)(Arms & Equipment Guide)
Does the same thing as a magnet, but cheaper and smaller
Couatl Feather(10 gp, 0 lbs)(Book of Exalted Deeds)
+35% to increase Caster lvl +2
Forger's Paper(10 gp, 0 lbs)(Complete Scoundrel p. 110) Craft(Alchemy) DC 20
+2 alchemical bonus on Forgery checks, so it stacks with a Forgery Kit (see below). In many ways, Forgery is more powerful than Bluff, Diplomacy, Disguise,...It's resisted by Forgery, a skill no one ever takes. Stacks with a forgery kit.
Blessed Bandage(10 gp, 0 lbs)(Magic Item Compendium p. 152)
Immediately stabilize a dying creature. While there are dozens of ways to stabilize or heal someone below 0 HPs, the main advantage of this item is it can be used untrained without a Heal check, so it can be applied by an unseen servant, wood wose, etc.
Hearthfire Lantern(7 gp, 2 lbs)(Races of Stone p. 161)
Needed to carry hearthfire, but is otherwise identical to a normal hooded lantern.
Potion Belt(1 gp, 1 lbs)(Forgotten Realms Campaign Setting p. 97)
This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps tokep the potions from falling out. It holds six potions. Retrieving a potion from a potion belt is a free action once per round.[/spoiler]
Battle field Control:-Marbles for proning and enabling Sneak Attack
-Longspear(5x5 region of attack of opportunity)
-Eggshell Grenade = blind
-Sleep-Smoke = unconscious
Attack-Sling for fighter 1d4+strength
-Longspear @1d8 with reach
-Heavy Sickle @1d8
-Crossbow @1d8 with Bayonet Sword(-2 attack and 1d8 damage)
[/spoiler]
10-100gp[spoiler]
5 starAlchemical Flare Stake(15 gp, 0.1 lbs)(Expedition to Castle Ravenloft p. 208)Craft(Alchemy)20
One-shot item, treated as a dagger, does 1d6 fire damage against corporeal undead. It also lodges into the undead's body and does an additional 1d6 fire damage every round (the undead creature, assuming it isn't mindless, can remove all stakes with a standard action). There's no duration listed, so it apparently continues to burn until the creature is dead or the stake is removed. There are also alchemical flare bolts for the same price, but they don't do additional damage on subsequent rounds. Although the description says treat the stakes like daggers for proficiency purposes, I'm not clear on whether they can be thrown Buffy-style like daggers... but it would be pure awesomesauce if they could.
Aboleth Mucus(20 gp, 1 lbs)(Savage Species p. 46)
This is one of the cheapest and deadliest poisons in the game, although not actually a poison so there are no rules to check and see if you accidentally poison yourself. Thrown as a grenade-like weapon, so it can hit one creature with a ranged touch attack (no splash effect). If the creature fails a Fort save DC 19, it loses the ability to breathe air for 3 hours. A creature can hold it's breath for a number of rounds equal to twice its Constitution score. The creature essentially has that many rounds to find someone who can cast water breathing or air breathing. Delay poison and neutralize poison won't help (it's not a poison), dispel magic won't help (it's non-magical), deep breath (Spell Compendium) won't work (it fills your lungs with air, but you can't breathe air), sticking your head in a bucket of water won't help (the mucus does not confer the ability to breathe water), and there may be a good argument that a heal spell won't work, either (unable to breathe is not one of the conditions listed in the spell description). Once the creature fails a Con check, the creature starts to suffocate and falls unconscious, and two rounds after that it dies. So while it may take a little longer than poison (2-3 minutes), getting hit with this stuff is pretty much a death sentence for most creatures.
Liquid Sunlight(20 gp, 0 lbs)(Complete Scoundrel p110)Craft(Alchemy)30
On impact, the liquid continues to give off light like a torch for 1 round. A struck creature who is light sensitive becomes Dazzled for 1 round. A creature that is actually harmed by sunlight, such as a Vampire, takes 1d6 damage.
Hollow Boot Heel(20 gp, 0 lbs)(Complete Scoundral)
A hollow boot heel unscrews like a jar lid to reveal the hidden compartment. The maximum size of the space contained in the heel is 4 sizes smaller than the boot. Price
20gps.
Torch Bug Paste(25 gp, 0 lbs)(Complete Scoundrel p. 120)
Thrown as a splash weapon, non-magical faerie fire effect, which pinpoints invisible creatures and completely negates concealment.
Ironhorn Extract(25 gp, 0 lbs)(Sandstorm)Craft(Alchemy)20
+1 Armor bonus for 1 week.....stacks with regular armor
Dastana(25 gp, 4 lbs)(Arms & Equipment Guide 15)Craft(Armorsmithing)11
+1 AC ontop of shield and armor, but heavy. Anyone with a Craft(armorsmithing) bonus of 7 can make this @ 1/3 price
Sleep-Smoke(25 gp, 0 lbs)(Waterdeep, City of Splendors)Craft(Poisonmaking)15
DC 14 fort, unconcious for a minute/unconcious for 1d3 minutes
Scroll 1st lvl spell(25 gp, 0 lbs)(DMG 237)
Power word pain, color spray, entangle, weildskill, lesser restoration,Lay of the Land(rngr1)
Acidic Fire(30 gp, 1 lbs)(Eberron Campaign Setting p. 120)Craft(Alchemy)25
What's better than burning things with acid? Burning things with flaming acid! Rather than carry separate flasks of Acid and Alchemist's Fire, it saves space to combine them into the same bottle. Although combining the two substances drops the damage die to 1d4, if you hit a creature that is still vulnerable to both acid and fire (I'm looking at you, Mr. Troll), you actually come out slightly ahead on the average damage (7.5 damage for Acidic Fire, 7 damage for Alchemist's Fire, and 3.5 damage for just plain ol' acid). The 2 points of splash damage isn't too shabby, either. Give a sack full of 19 flasks of Acidic Fire to an unseen servant and it can drop it in a square for 38 splash damage, no save.
Chain Shirt(Self crafted)(33.3 gp, 25 lbs)(PHB)Craft(Armorsmithing)14
Stun Gas(40 gp, 0 lbs)(Arms & Equipment Guide)Craft(Poisonmakng)15
Stuns!!!
Forgery Kit(40 gp, 5 lbs)(Complete Adventurer p. 122)
+2 circumstance bonus on Forgery checks. This kit includes a variety of inks, papers, pens, and seals. Unfortunately, there was a price and weight increase from where it was first printed in the Arms & Equipment Guide, and any mention of waxes, guides and
Poison ring(45 gp, 0 lbs)(DR316 p46)Craft(Weaponsmithing)15
holds poison, touch attack. Drow Poison(fort DC 13/unconcious) is 12.5 gp crafted
Alchemical Sun Flash(50 gp, 1 lbs)(Expedition to Castle Ravenloft p. 208)Craft(Alchemy)25
Works just like alchemist's fire, but also explodes with a burst of daylight that dazzles creatures that are light sensitive, no save. Vampires are also staggered for one round, no save.
Tanglefoot Bag(50 gp, 4 lbs)(PHB)Craft(Alchemy)25
Ranged touch attack that entangles (-2 attack penalty, -4 Dex penalty, restricts movement), a chance to immobilize, and makes life difficult for flying creatures. Check with your DM if the Dex penalty from multiple sources stack (net, lasso, etc.). Add with Silent Spell to really screw up an enemy caster
Darkeye(50 gp, 0 lbs)(Sharn, City of towers)Craft(Alchemy )25
Paralysis!!
Lamellar(self crafted)(50 gp, 35 lbs)(Races of the Wild, Arms and Equipment Guide)Craft(Armorsmithing)15
5AC, max dex=+3, medium armor
Roach paste(50 gp, 0 lbs)(DoTU)Craft(Poisonmaking)12
Nauseates!!!
Dragonbreath arrows(50 gp, 0 lbs)(Races of the Wild 164)Craft(Weaponsmithing)15
+1 fire damage, reflex DC 15 or catch fire(1d6/round on fire)
Masterwork Tools(50 gp, lbs)(PHB)
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.
Feather Fall Talisman(50 gp, 0 lbs)(Sharn City of Towers p. 170)
One-shot item, activate feather fall as a free action. While there are a variety of similar items to prevent falling damage, this is the cheapest.
Potion Belt, Masterworked(60 gp, 1 lbs)(Forgotten Realms Campaign Setting p. 97)Craft(Leathermaking)
This extremly well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.
Chahar-aina(75 gp, 10 lbs)(OA 76)Craft(Armorsmithing)11
Like Dastanas, it's free AC+1
Noxious Smokestick(80 gp, lbs)(ECS p. 121)Craft(Alchemy )25
Works like a standard smokestick, but anyone inside the fumes must make a Fort save DC 15 or become nauseated for 1 round.
Doppelganger Bile(95 gp, lbs)(CC, 132)
Double duration for any spell that grants invisibility or a bonus to Disguise checks. That includes Shapechange.
Shapesand (jug)(100 gp, 12 lbs)(Sandstorm p. 102)Craft(Alchemy)25
Through the exertion of your will (Wisdom check DC 16), you can create any mundane non-magical object out of sand that supposedly "serves as a normal item of the same sort". (So... does that mean I can turn it into 12 lbs of acid or alchemist's fire? How about explosives or poisons? How about a masterwork gatling gun? Hmm...) It retains that shape as long as it stays within 100' of you, but you can also reshape it whenever you like by making another Wisdom check. While the question of acid/explosives/poisons will have to be settled by your DM, you have any tool you can possibly imagine at your fingertips. Need a hammer? Done. Don't need the hammer anymore, need a shovel? Done. It's particularly useful for tools that wear out after a certain number of uses, such as hacksaws and drills. How about exotic weapons or armor (Shapesand Fullplate = 500 GP, shapesand Mechanus Gear = 700 GP)? It can do that, too, although be aware, if an enemy recognizes you're using shapesand, he could try to reshape it under his control with a Wisdom check of his own.
(100 gp, 2 lbs)(PHB 130)
+2 DD, open lock
Chaos Flask(100 gp, 0.5 lbs)(Planar Handbook p. 76)
As a free action once per round, you can make a Wisdom check DC 13 and shape this material into almost any non-magical object of the same volume or smaller (depending on the material or density). Somewhat like a one-shot Marvelous Pigments, but there is no price limit. Most alchemical items are quite small and non-magical, so this is a great wild card to have up your sleeve if you run into something you didn't anticipate. But that's not the best thing you can do with a Chaos Flask. Know what else is non-magical and very small? Vials of poison. So for only 100 GP, you can whip up a vial of Black Lotus Extract at a 4400 GP discount. (The nastiest poison in print is Megapede Poison, DC 44, primary/secondary 2d6 Con damage + 1d4 Dex penalty, 24000 GP price tag, Dungeonscape p. 129.) It only lasts a number of rounds equal to your Wisdom score, but as long as your Wisdom is 11+, that should be just long enough for the poison's secondary effect to kick in. Another good use for a Chaos Flask would be expensive material components for spells. Need 5,000 GP diamond for a raise dead? (Sadly, this won't quite work for resurrection's 10 minute casting time unless your Wisdom score is 100+.)
4 starMead, elven(15 gp, 2 lbs)(Arms & Equipment Guide 22)
Vey fine ale (DC 12), 1 pint
Scale Mail(self crafted)(16.66 gp, 30 lbs)(PHB)Craft(Armorsmithing)14
Magnet(20 gp, 2 lbs)(Dungeonscape p. 32)
Attach to candle wick or pole to pick up ferrous objects, up to 2 lbs. Also useful for attaching notes or art projects to your shield or breastplate.
Titan Gum(25 gp, 1 lbs)(Dragon Mag 301)Craft(Alchemy)16
DC 20 Strength check to seperate things glued together. DC 16 craft(Alchemy) makes this easy to make
Alchemical Sleep Gas(30 gp, 1.25 lbs)(FR)Craft(Alchemy)25
10' range increment,Fort DC 15 or sleep 1 min
Tower shield+UnseenServent(30 gp, 45 lbs)(PHB 128)Craft(Armorsmithing)14
Total Cover. Give to your Unseen servent
Frostfire(40 gp, 1 lbs)(Savage Species p. 47)Craft(Alchemy)20
Much like Alchemist's Fire, Frostfire is thrown as a grenade-like weapon and does 1d6 cold damage on the first round and another 1d6 cold damage on the next round if it isn't scraped off (full round action, Ref save DC 15 to remove or automatically wash it off with alcoholic/acidic liquid). No splash damage. More expensive but better damage than Alchemist's Frost or Quickfrost.
Slumber Sand(50 gp, lbs)(Sandstorm)Craft(Alchemy)12
grenade weapon,save DC 15 or sleep,5HD or less
Atramen Oil(50 gp, 1 lbs)(Planar Handbook p. 75)Craft(Alchemy)20
Throw as a grenade-like splash weapon, ranged touch attack with a 10' range increment, direct hit on a target takes -4 penalty on Fort saves for 1 minute. Any creature in the 5' splash gets a similar -1 penalty on Fort saves. Great way to soften up a target for poison or some other Fort-based attack.
Firestone(50 gp, 0.5 lbs)(Dragon Compendium p. 117)Craft(Alchemy)25
Thrown as a grenade-like weapon, it does 1d6 fire damage, but unlike a splash weapon, it has an area effect that damages everything in the 5' square without a Ref save. Ranged touch attacks are pretty easy to begin with, but targeting a stationary square rather than a creature makes them even ridiculously more so. This might allow you to throw a whole bag full of these into a square for Xd6 fire damage, X = however many firestones fit in the bag. Another interesting tactic might be to give this bag to an unseen servant, and have it drop or empty the bag into a square from above (doesn't require an attack roll). No weight was given in the Dragon Compendium or the original Dragon article, so I'm assuming a firestone weighs the same as a sling bullet (1/2 lb). Thus, an unseen servant could put 39 into a sack (20 lbs total) and drop it in a square for 39d6 fire damage, no save.
Blasting PelletsChainmail(self crafted)(50 gp, 40 lbs)(PHB)Craft(Armorsmithing)15
Wizard with 18 int, familiar(aid another), and 4 ranks in craft(armorsmithing) has a +10, meaning he has to roll a 1 5 times in a row. Seeing he can fail You should read the Craft skill entry and walk through it as there's a chance you won't have that many rolls
False Bottom(50 gp, 0 lbs)(Complete Scoundrel)
A false bottom can be added to any container with a hard base. The false bottom will slightly reduce the volume of the container but does not add any additional weight. To access the false bottom, the container must be emptied. The largest size for a false bottom is two sizes smaller than the container it is built into. Price
50gps.
Kyo Crystals(50 gp, 0 lbs)(Expedition to Undermountain p. 217)
One-shot items similar to potions, but unlike potions activating them with a standard action does not provoke an AoO. They cost the same as potions (I've listed a cost above for a 1st level spell because I thought they were the most useful), but the spell must be chosen from a limited list: burning hands, cure light wounds, cure moderate wounds (150 GP), cure serious wounds wounds (250 GP), light (25 GP), mage armor, magic missle, magic weapon, mirror image (150 GP), or ray of frost (25 GP). Oddly enough, you don't have to have these spells on your spell list to create these items, so wizards can create cure crystals. Of the available spells, magic missle (autohit force damage) and magic weapon (easier than applying an oil) look like the most useful.
Periscope, Hand(50 gp, 2 lbs)(Dungeonscape p. 32)
Peek around corners (with a +7 Hide bonus).
Soil of Stone(65 gp, 0 lbs)(CC, 132)
Double the duration of Earth spells for 60 gp. Not bad when you're summoning an Earth Elemental monolith or casting an Earthquake.
Taxine(100 gp, 0 lbs)(
http://www.wizards.com/default.asp?x=dnd/al/20041208a)
(Yew tree poison. Ingested, 1d3 Con/2d6, each subsequent exposure increases DC by 2 and +1d2 Con damage)
Candle, Focusing(100 gp, 1 lbs)(Complete Adventurer p. 118)Craft(Alchemy)25
+1 circumstance bonus on Appraise, Decipher Script, Forgery, and Search checks. Note
if you think you'll need this for longer than an hour, you can increase the duration to 15 days (365 days / 24 hours = 15.21 days) with a little Unguent of Timelessness
Weapon Capsule Retainer (100 gp, 0 lbs)(Complete Adventurer)
Swift action to apply 1, 2, or 3!!! Injury poison installed to target of melee attack
[/spoiler]
100-1000gp[spoiler]
5 starDrow arrow poison(120 gp, 0 lbs)(Savage Species 46)Craft(Poisoncrafting)
DC 17, init(uncon), secon(uncon)
Wand Chamber(150 gp, 0 lbs)(DungeonScape)
Always have a wand readied with a weapon that also gives you a benefit.
Lamellar(150 gp, 35 lbs)(Races of the Wild, Arms and Equipment Guide)Craft(Armorsmithing)15
5AC, max dex=+3, medium armor, consider convincing the wizard to sink 4-5 points in craft(armorsmithing) and having his familiar aid him
LockSlick (180 gp, 0.5 lbs)(Dungeonscape 36)Craft(Alchemy)25
oils up a device. +2 alchemical bonus to Disable Device and Open Lock
Unicorn Horn(190 gp, 0 lbs)(CC 133)
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.
Talisman of Transference(200 gp, 0.5 lbs)(
http://www.wizards.com/default.asp?x=dnd/we/20060526a)
Let's the crafter regain XP spent in crafting from the person who is 'buying' the weapon
Goodberry Wine(250 gp, 0.5 lbs)(Five Nations p. 82)
Each jug contains 5 doses, so for 50 GP you get the equivalent of a maximized potion of cure light wounds (each dose heals 8 HP). This is a much better deal than the CLW potion or the Healing Salve from Tome & Blood. The only drawback is you're limited to one dose every 8 hours. Other benefits include it counts as a full meal for a medium creature, it works in the Mournland, and it uses transmutation magic so it should have full effect on a Warforged.
Incense of Concentration(250 gp, 0 lbs)(MIC 162)
+1 1st level spell for a day
Jumping Caltrops(250 gp, lbs)(MIC p. 162)
Fire-and-forget battlefield control that (if I understand the entry correctly) can be used over and over again.
Wand Bracer(300 gp, lbs)(Dungeonscape)
Five wands that you can access at any given time at the expense of a swift action. Very very potent if you fill it with situational-but-powerful "Batman-esque" wands. I tend to fill mine with armor lock, cure light wounds, entice gift, grease, and either benign transposition or flame blade.
Redflower Leaves(300 gp, lbs)(Lords of Darkness)
gives +4 competence to Attacks vs single creature for 10 min.
Crystal of Return(300 gp, 0 lbs)(MiC 65)
Draw weapon as a free action
Nugget of Garl Glittergold(350 gp, 0 lbs)(CC 134)
+1 caster level to illusion spells and Trickery domain spells. What gnome illusionist wouldn't want one of these?
Stone Socket of Grummsh(350 gp, 0 lbs)(CC 134)
+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 de
Feather Token, Tree(400 gp, 0 lbs)(DMG)
Much like the swan boat, the tree token offers a variety of battlefield control possibilities. Block off a narrow passage, provide hard cover, put an easily-climbable object next to a shear wall, chop it down to cross a chasm/create a 60' wall 5' high, or just piss off a druid. The description goes out of its way to mention it's an instantaneous effect, so you could try the "drop it on somebody from above" trick.
Twisted silk(400 gp, 15 lbs)(DR348 p87)
+3 armor, 5% ASF, 0 ACP
Triple Weapon Capsule Retainer (450 gp, 0 lbs)(Complete Adventurer)
Swift action to apply Injury poison installed to target of melee attack
Terran Brandy(500 gp, lbs)(BoVD)
+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage
Tarmak War Paint(500 gp, 0 lbs)(Dragonlance Campaign Setting p. 232)Craft(Alchemy)25
For those of you who want to get on that whole "Braveheart" kink, here you go. This blue body paint provides a +5 natural armor bonus and fast healing 5. Both effects wear off after it heals 20 HP. This makes it difficult to determine just how long it will last, but even at a minimum of four rounds, +5 NA and fast healing 5 from a non-magical source is astounding, if not outright pushing the boundaries of credibility. If you don't take any damage, the +5 NA bonus could last for days/weeks/etc. This is another prime candidate for a Chaos Flask, if you'd rather pay only 100 GP for this item, although this limits the duration to a number of rounds equal to your Wisdom score. It should probably belong in a Type II or Type III Haversack, but I'm including it here as an Honorable Mention because of how obscure the sourcebook is (Dragonlance Campaign Setting was released by a 3rd party publisher but with the official D&D trademark license, not the D20 license) and the price is a lot higher than other alchemical items.
Magebred Warbeast Riding dog(500 gp, 0 lbs)(EbCS p. 295, MM2 p. 217, SRD)
Move action to attack, trips, decent damage
Magic Bedroll(500 gp, 6 lbs)(Magic Item Compendium p. 163)
Not to be confused with Heward's Fortifying Bedroll (Complete Mage). This bedroll provides the benefits of endure elements and restores 1 HP per character level after 8 hours of rest. Combine with Bitterleaf Oil to gain more natural healing, although unlike the oil, the bedroll doesn't have a 5 HP maximum limit.
Least Crystal of Arrow Deflection(600 gp, 0 lbs)(MIC pg 25)
This augment crystal grants you a +2 bonus to AC against ranged attacks
Magebred Warbeast Light Warhorse(700 gp, 0 lbs)(EbCS p. 295, MM2 p. 217, SRD)
Nice tank
Healing Belt(750 gp, lbs)(Magic Item Compendium)
Very very cheap healing.
Powder of the Black Veil(750 gp, 0 lbs)(Magic Item Compendium p. 169)
Although the item description says this powder can be thrown into an area, it also says the 10' burst is centered on the user, so I guess you have to throw it down at your feet. This puts you inside the cloud, but you are immune to the blinding effect. Any other creature inside the cloud is blind, no save. They can move out of the cloud, and the blindness lasts an additional 1d4 rounds if they fail a Will save DC 13. I thought the powder also blocked line-of-sight or provided total concealment, but there's no mention of that in the description. While eggshell grenades are cheaper and easier to use, this powder can affect multiple targets if they're standing close enough together.
Wand of Lesser Vigor(750 gp, 0 lbs)(SC 229 for spell)
One of the most efficient gp-to-hp healing devices available.
Trinket of Trickery(1000 gp, 0 lbs)(Complete Scoundrel pg. 117)
Gain a skill trick
Reliquary Holy Symbol(1000 gp, 0 lbs)(MiC 120)
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.
Glyph Seal(1000 gp, lbs)(MIC p. 161)
Almost like a portable contingency spell. Attach this to an easy-to-open object (belt pouch, shirt pocket, etc.) and have one of your spellcaster buddies cast any 1st or 2nd level spell into it, and you can activate it later as a free/swift/immediate action, similar to quaffing a potion but without the restrictions of a potion.
4 starIoun Stone, Dull Grey(135 gp, 0 lbs)(DMG 3.0)
A burned-out ioun stone (25 GP) no longer confers any magical effects, but it does still float around your head. Get your friendly neighborhood cleric to cast continual flame on it (which may cost 50 to 110 GP), and you can create a slotless light source that keeps your hands free.
Earthsilk Jersey(150 gp, 2 lbs)(Races of Stone p. 160)
DR 1/slashing or bludgeoning... meh. Given how many different damage types can get past this, and it stops working if you get a crit with a piercing attack (but not a slash crit...?), I don't think it's worth the bother.
Delver's Slime(150 gp, 1 lbs)(Savage Species 46)
organic 2d6, metalic 4d8, stone 8d10
Inquisitive's Kit(300 gp, 4 lbs)(Eb)
Clocking in at 4 pounds this pack contains glass, wood and metal containers of different shapes, silk gloves, brushes, tweezers and probes, a magnifying lens, ink and quills, chalk and charcoal, parchment sheets and a small journal. This is essentially the Batman component of any utility belt.
War Cross of St. Cuthbert(350 gp, 1 lbs)(CC 135)
Increases divine CL by 1 for mind-affecting spells and turning undead.
Wand of Acid splash(375 gp, 0 lbs)(DMG)
the cheapest (375 gp) ranged touch attack you can buy for your ranged sneak attacker.
Feather Token, Swan Boat(450 gp, 0 lbs)(DMG)
It can be used wherever the tree token can be used to block doorways/passages, divide or break up combat formations, provide hard cover, a safe place to sleep, bridge a short gap, a couple tons of firewood, or if dropped from a short height, 20d6 falling object damage (*no save*).
Arcanist's Gloves(500 gp, 0 lbs)(MIC)
+2 to caster level on 1st level spells 2/day. Decent if used in conjunction with, say, Ray of Enfeeblement or Mage Armor (to increase its duration)
Chronocharm of the Horizon Walker(500 gp, 0 lbs)(MIC 86)
Move your speed as a swift action 1/day
Wand of Lesser Acid Orb(750 gp, 0 lbs)(Complete Arcane)
1-5d8 damage, no save, no spell resistance, ranged touch. Scales up to 30d8 with Twinned Admixed Quickened boost.
Tome of Worldly Memory(750 gp, 1 lbs)(MIC 190)
Knowledge Devotion People Attention
3/day study for a minute
+5 to a knowledge check
Wand of Divine Favor(750 gp, 0 lbs)(PHB)
Effective Caster Level of 9 makes the luck bonus +3.
Eternal Wand 1(820 gp, 0 lbs)(MIC 160)
a X level spell twice a day. Best for daylong buffs. What spells do you use?
Hand of the Mage(900 gp, 2 lbs)(DMG)
A handy ("{groan}" "What?!") item to have around. Lift and manipulate any object up to 5 lbs within 35'. When you can afford to upgrade, pick up a Collar of Perpetual Attendance for unseen servant at will.
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