All gladiators will be constructed using a point or component structure. Each gladiator will have ten (10) component points to use at the time of character creation. Once a component is allocated or spent, it can never be changed.
Any base class that does not gain access to 9th level spells or powers.
Any prestige class that does not advance casting or manifesting.
Any template or race with any racial HD and/or a level adjustment that does not have innate spellcasting or manifesting ability.
+0 LA templates such as Dragonborn do not cost a component.
Gain access to an additional source from the single point list.
All gladiators automatically begin with access to PHB I & II, DMG I & II, MIC, and a single Monster Manual of their choice as well as three (3) other sources from the approved source list below.
Any base class that can eventually gain access to 9th level spells or powers.
Any prestige class that advances casting of a base class with access to 9th level spells or powers.
Any template or race with any racial HD and/or a level adjustment that has innate spellcasting or manifesting ability.
At no point can the innate casting actually exceed your gladiator's HD and/or ECL. Example: At level 10, a trumpet archon casts as a level 10 cleric, not level 12 as indicated in its statblock.
Increase starting level to 14. (Starting GP will be 151,000.)
Gain access to an additional source from the double point list
All gladiators automatically begin with access to PHB I & II, DMG I & II, MIC, and a single Monster Manual of their choice as well as three (3) other sources from the approved source list below.
Gain access to an additional source not already on the single or double point list (requires DM approval)
Start with 18 in all stats (prior to racial modifications)
Increase starting level to 16. (Starting GP will be 248,000.)
Completely remove the level adjustment from your base race or a single template.
Not all components need to be "spent" at character creation, but should still be accounted for in some manner. Example: Starting at ECL 10, but you do not plan on entering a certain prestige class until level 12. That component cost should still be allocated at the time of character creation.
A gladiator may use these methods to acquire one (1) additional component. No method can be used to gain more than 1 additional point / component.
A gladiator may take a 20% reduction in GP (including starting GP and all future awards).
Take no levels in any class or prestige class that provides access to spells above 4th level. Your race and/or templates cannot grant any spellcasting, nor grant spell-like or supernatural abilities that duplicate high level spells.
This restriction applies to both sides of the gestalt. Low-tier classes (such as Binder or Warlock) are not affected by this restriction.
This cannot be combined with any build that is mindless and thus would not be able to acquire feats. Nor can it be combined with Flaws or the worship of an Elder Evil or any other method of otherwise acquiring "Free" feats. Class bonus feats are, of course, still acceptable.
Commit to keeping one side of the gestalt a pure 20 levels of a non-spellcasting focused base class.
20 levels of Duskblade would be allowed, as would 20 levels of Adept. Classes like Paladin, Ranger or Hexblade (whose sole focus is not casting) would also be acceptable.
You may use races / creatures that have a greater ECL than 10, however you do not gain the majority of the benefits of the higher ECL race until you attain the level needed to fully complete their racial HD and LA.
For example, you could start as a War Troll, but you would not gain all of the War Troll goodies until you finally attain level 18. At that time you would become a fully powered up War Troll.
What you gain until you complete your creature’s full ECL are:
1) Any penalties to stats, this includes the complete lack of a stat (such as the CON for Undead). You do not gain stat bonuses.
2) The type and subtype of your creature.
3) The natural size and reach of your creature.
4) Any vulnerabilities the creature might have (eg. Sunlight, extra damage from fire, etc.)
5) Mundane movement modes (Land speed,
Only if done with wings.
flight, burrow, swim, etc.) You do not gain 'special' movement modes like earth glide,
As with constructing a regular gladiator, HD are taken first, followed by the LA, and must be contained entirely on one side of the gestalt.
Players may choose to create a Savage Species style "Monster Class" for any creature with an ECL greater than 10. Inherited templates may be included in this class progression, but Acquired templates cannot.
Level 10 to 11 - 17,000
Level 11 to 12 - 22,000
Level 12 to 13 - 22,000
Level 13 to 14 - 40,000
Level 14 to 15 - 45,000
Level 15 to 16 - 52,000
Level 16 to 17 - 60,000
Level 17 to 18 - 75,000
Level 18 to 19 - 95,000
Level 19 to 20 - 110,000
Your next single gladiator, can choose any two of the following character creation options:
Have eleven (11) components for creation purposes.
Have up to a maximum of three levels with simultaneous prestige classes.
Receive two bonus feats from any source on the allowed list that you meet the prerequisites for at the time of character creation (i.e. Level 10).
All gladiators automatically begin with access to PHB I & II, DMG I & II, MIC, and a single Monster Manual of their choice, as well as three (3) other sources from the approved source list below.
Arms & Equipment Guide
Book of Exalted Deeds
Champions of Ruin
Champions of Valor
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Psionic
Complete Scoundrel
Complete Warrior
Deities & Demigods
Draconomicon
Dragonmarked
Dragon Magic
Dragons of Eberron
No Sovereign Archetypes.
Caveat
Drow of the Underdark
Dungeonscape
Eberron Campaign Setting
Ignore all mention of ECL and/or Level Adjustment on pages 155-156.
Note
Expanded Psionics Handbook
Explorer’s Handbook
Five Nations Font of Inspiration
Forge of War
Frostburn
Heroes of Battle
Heroes of Horror
Lords of Madness
Lost Empires of Faerun
Magic of Eberron
Magic of Faerun
Magic of Incarnum
Manual of the Planes
Miniatures Handbook
Monster Manual I
Monster Manual II
If any creature has been updated in a later book, the newest edition of the creature must be used (eg. Grell).
Caveat
Monster Manual III
Monster Manual IV
Monster Manual V
Shaedlings cannot create magic items with their ability. So don’t even bother asking.
Caveat
Oriental Adventures
Planar Handbook
Players Guide to Eberron
Players Guide to Faerun
Races of Destiny
Races of Eberron
Races of Faerun
Races of Stone
Races of the Dragon
Races of the Wild
Sandstorm
Savage Species
If any creature has been updated in a later book, the newest edition of the creature must be used (eg. Half-Ogre).
Caveat
Secrets of Sarlona
Secrets of Xen’drik
Spell Compendium
Stormwrack Swiftblade
Tome of Battle
Tome of Magic
Underdark
Unearthed Arcana
No Action Points, Bloodlines, Generic Classes or Item Familiars.
Book of Vile Darkness
Dragon Magazine
Dungeon Magazine
Fiend Folio
Fiendish Codex I
Fiendish Codex II
You may request one additional source that is not on this list, however doing so costs you the use of two points / components. These will be approved on a case-by-case basis.
We will not be using actions points (ECS or UA), Taint (from HoH) or any other variant game mechanic.
No alignment changes are allowed.
No Leadership or Thralls.
Occasionally a feat or PrC will require Leadership as a pre-req. In those instances you are allowed to take the feat, you just receive no benefit from it.
Animal Companions, Special Mounts, & Familiars can enter the ring, but it takes a full round to call them into the ring once the fight has begun.
Class features like caster level, manifester level, and initiator level will be calculated by the narrowest definition of "overlap" in classes. This means, for example, that no tricks can be used to boost caster level above character level by means that would not also function outside of a gestalt build.
Classes with advancement of other class features can only advance base classes, not prestige classes.
By using a move action, any gladiator can request assistance from the Arena God and learn the exact location (i.e. square) of a hidden, invisible, or otherwise undetectable opponent.
By using an Immediate Action, any gladiator can request the Arena God to identify any spell, invocation, spell-like ability, supernatural ability, manuever, etc. that is being utilized by an opponent at that moment. If an opponent is using multiple abilities, the Arena God will give information about only one of them, chosen at random.
Free actions may not be performed within readied actions or AoO’s, apart from those inherent in the prepared action itself (e.g. the touch attack to grapple, or the preparation of spell components for a spell).
You can still make a 5' step as part of a readied action, but the description of the readied action must specifically include mention of taking that step.
A standard action may henceforth be used to make a swift action as desired.
The winner of each fight will gain 5,000 GP. The loser will gain only 2,500 GP.
In between fights all hitpoint and ability damage is healed, ability drain, negative levels, etc. are removed, as are any other negative conditions (fatigued, stunned, etc.).
Spells, powers and effects with a time measured in hours per level (or longer) can already be active prior to fights and prep rounds. Any spell, power or effect with a duration less than that must be activated in prep rounds. (Even if an effect is measured in 10 minutes per level and you cast it with CL 30 so it would be in force 300 minutes at a time, it must be done in prep rounds.)
Gladiators may enter the arena with a maximum of two (2) spells, powers, spell-like abilities, psi-like abilities, or supernatural abilities currently active.
Certain races have (Su) or (Sp) abilities that are "always on", such as the pixie’s invisibility. These do not count against the limitation.
Leaving the map via interplanar travel is not allowed, nor is forcibly teleporting / plane shifting your enemy away from the arena. Blink and similar temporary effects (lasting 1 round or less) are allowed.
Death by Massive damage is still possible, but instead of the threshhold being 50 points of damage, it is an amount of damage equal to 5 x CON Score (not modifier). The save is still DC 15.
There are never any XP penalties from multi-classing.
Your sheet must be completely accurate and may not "lie". If it is not on your sheet, you do not have it.
However, prepared spells, readied manuevers, etc. can be kept secret. So you must show all the manuevers, spells, powers, etc. that you know, but what you actually prepared that day can be secret if you wish.
Any spell, item, power, ability, condition, etc. that affects a 'box' on your sheet must be updated and accurate. Even though there is no box for it, Spell Resistance (SR) and any changes to it must also be indicated on your sheet.
For example, if you cast See Invisible, it does not have to be on your sheet, as there is no "mechanical" effect. But if you cast Haste, your sheet must reflect that fact as it affects your AC, Reflex Save, etc.
Surrendering, committing suicide, or otherwise acting in a cowardly way that deprives the spectators of a show will result in loss of the battle, an award of 0 GP, and the fight does not count towards attaining your next level. In other words: You must fight.
If you do not post within 48 hours of when your opponent finishes their turn, you automatically forfeit the match. If you know you will be absent for an extended period of time, you may ask your opponent if he is willing to pause the match, but he does not have to accept.
No actions will be assumed, everything must be stated.
Just because your tumble modifier is +30, you still need to state 'I tumble past the ogre!' if you want to avoid AoO's.
When a class ability, feat, etc. indicates you can do "a" thing or "an extra" etc., this shall imply only a singular instance is possible.
Abilities & Feats directly affected by this interpretation:
Arcane Strike - You can sacrifice only 1 spell.
Artificer / Metamagic Spell Trigger & Completion - You can apply only 1 metamagic feat to the item.
Factotum / Cunning Surge - You can gain only 1 standard action per round.
Incantatrix / Metamagic Spell Trigger & Completion - You can apply only 1 metamagic feat to the item.
This list is not exhaustive.
No infinite anything. If you find a loophole that lets you gain unlimited access to "special ability X", consider it banned or amended.
When facing a foe that is two or more levels higher than you, the Arena God will provide assistance in the form of a spell cast upon you (or one of your items / weapons) during the prep round(s).
1) No higher than 4th level.
2) Not personal range.
3) Must come from one of your allowed sources.
4) Must have a casting time of one standard action or less.
5) Regardless of duration, the spell ends immediately when the fight is over.
6) The spell is cast at CL 40.
7) The casting stat of the Arena God is to be considered the minimum needed to cast a spell of that level.
8) Even if a gladiator falls into a pit or off the edge of a map that would typically auto-dispel all of their active spells, the Arena God spell is unaffected.
As an immediate action, a gladiator may close its eyes to avoid sight based impediments. They may take this action even while flat-footed. The gladiator's eyes remain closed for as long as they wish, or they may use a free action (on their turn) to open them. While their eyes are closed, a gladiator is considered to be blind.
Initiative modifiers should be based upon permanent items or abilities, or buffs with a duration measured in either "hours per level" or "24 hours" (or longer).
Prep rounds are done after initiative has been rolled. Thus nothing done during a prep round can affect your initiative count, for better or worse.
Prep rounds occur inside of the arena. Thus effects or conditions created by magic can effect the first round(s) of combat.
Gladiators know who their opponent will be, what map they will be fighting on, and the specific map conditions (such as darkness, flooring material, etc.) prior to prep rounds taking place.
Gladiators may enter the arena with a maximum of two (2) spells, powers, spell-like abilities, psi-like abilities, or supernatural abilities activated prior to the prep rounds.
So a druid could enter already wild shaped and with Enhance Wild Shape (+2 STR) already active. A wizard can enter with two copies of Energy Immunity (Acid, Cold) already active.
Note 1: Spells cast upon your equipment, that do not directly affect you, do not count against this limitation. This includes such spells as Greater Magic Weapon, Greater Mighty Wallop, etc.
Note 2: A meldshapers soulmelds do not count against this limitation; nor do a binders vestiges.
Spells or spell-like abilities cast, powers manifects, items activated, etc. have the prep rounds count against their total duration.
All fights will have 1 prep round prior to the fight commencing. A gladiator that has won initiative may choose to yield initiative to his foe for an additional 3 prep rounds for both parties.
Creatures summoned during prep rounds do not accompany you into the arena (this includes familiars, animal companions, special mounts, etc.).
You may begin casting spells with long casting times (measured in rounds, not minutes or hours) during prep rounds and complete the casting once you are within the arena.
All gladiators are under the effecits of a supernatural Indomitability effect for the first round of combat. Any hitpoint damage or ability damage / drain done on the first round of combat cannot reduce a gladiator’s HP or stat below 1.
A gladiator may fight a foe that is of his level, or up to two levels higher or lower.
A gladiator may fight up to two foes that are two levels below him.
There should be no more than a two level difference between gladiators unless the lower level gladiator specifically requests the fight.
If a level gap of two (or more) is present between gladiators, the lower level character shall receive the benefits of the Arena God spell.
The Arena God will cast a spell upon the lower level gladiator that has the following conditions:
Spell must come from one of the gladiator's chosen sources.
Acquired templates can never be taken as your first HD / level.
Lolth-Touched requires Chaotic Evil alignment and worship of Lolth.
Incorporeality does not exist in any way, shape or form.
This does not mean that incorporeal creatures do not actually exist. So if you want to be a Ghost, go for it... you'll just have a corporeal body and a Strength Score. No, the LA will not be changed.
The Shadow Blend (Su) ability is hereby completely replaced by the Hide in Plain Sight (Su) ability of the Shadowdancer.
Advancing monster HD in order to cause a size increase is allowed.
Necropolitan template costs no XP but is instead +1 LA.
Acquiring Evolved multiple times counts as only 1 component. However, Evolved is capped at a maximum of ten (10) instances of the template.
Feral Template from Savage Species is now +2 LA, and all abilities are keyed off of Racial HD (not HD associated with class levels).
Jermlaine are modified to be +1 LA.
Silthilar are completely banned.
The half-dragon racial progression class from Races of the Dragon is not allowed.
Anyone / any race can take racial HD if you choose.
A Goliath can take Monstrous Humanoid HD on one side of the gestalt if you so choose, even though a Goliath typically has no racial HD.
There is no cap to the number of racial HD you are allowed to take. However, you will never progress beyond the size indicated in the creature's statblock.
Even though the MM I lists the maximum HD for a Pseudodragon as 4, you can keep taking as many HD as you choose, though you will always stay Tiny size.
Anthropomorphic Animals (from Savage Species) listed as +0 LA are changed to +2 LA, all others gain +1 additional LA. (No change to the number of racial HD.)
Non-core Lycanthropes are always True Neutral.
The Core lycanthropes are: Bear, Boar, Dire Boar, Dire Rat, Tiger & Wolf. These lycans can be any alignment they choose.
No Learnean multiheaded creatures / templates allowed.
The Tauric template can only be used in conjunction with Animals & Vermin, not Magical Beasts. It is +2 LA.
Bladerager Trolls (MMV) count as wearing a special type of plate armor that has no max dexterity cap or armor check penalty.
Dragonwrought Kobolds are not True Dragons, nor can they qualify for Epic feats.
Any creature with tentacles may use that appendage to hold a single wand, staff, rod or similar implement. However, unless specifically contradicted by the creature's description, the tentacle cannot be used to wield a weapon, hold a shield, etc.
Incarnate Construct template can reduce LA, but never actually result in negative LA.
You cannot apply the template to a standard Warforged and thus start out with a level 11 character. But you could apply it to a Warforged Charger to reduce it from ECL 8 to ECL 6.
Vecna-Blooded (MMV) creatures cannot be located by the Arena God by using only a move action, like other creatures. Due to their deific blood, it takes a standard action to locate these gladiators.
Sylph racial spellcasting ability as described on page 192 of MMII is completely replaced by the following:
A sylph character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the sylph’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level.
Phaerrim racial spellcasting ability as described in the web enhancement for the Players Guide to Faerun (and possibly elsewhere) is completely replaced by the following:
A phaerrim character casts spells as a sorcerer. Its caster level is equal to its racial hit dice. If the character takes additional levels of sorcerer, these levels stack with the phaerrim’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A phaerrim character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
Vampire template is reduced to +5 LA.
Any creature with Regeneration now has Fast Healing in its place.
Winged template from Savage Species is reduced to +1 LA.
The Half-Dragon template always grants wings, regardless of the base creature's size.
The Monster of Legend template (MMII) is hereby updated / replaced with this version.
The base animal or vermin used in conjunction with Lycanthropy or the Tauric template must itself be completely untemplated.
The Valkyrie found in Tome of Battle has its racial initiating ability removed. It instead gains the initiating ability (including manuevers and stances known) of a 10th level Swordsage. It gains no other Swordsage abilities without taking actual levels in the class.
No you cannot play a Sharn. Just asking causes you to lose 1 point / component permanently.
Any creature that has the innate / racial ability to take additional actions is automatically banned.
Extra actions gained via class abilities (Factotum or Swiftblade for instances) are acceptable.
The Firre Eladrin can use its bardic music ability a number of times per day equal to its HD / level.
Any race or creature with innate casting, manifesting, or initiating does not increase that ability simply by adding racial HD, regardless of what might be stated in the creature's entry. To increase the innate ability, you must advance it through class levels (either a base class or prestige class).
No Symbiotic creatures allowed.
Unseelie Fey template is +2 LA.
Divine Rank 0 is treated as an inherited or acquired template that is +7 LA.
The clause in the multiheaded creature template as respects severing a head is replaced by the following:
To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. Each of a multiheaded creature's heads has hit points equal to the creature's full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head's full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A multiheaded creature can no longer attack with a severed head but takes no other penalties.
The Lich has the following requirements:
Caster Level 11 or higher
Craft Wondrous Item Feat
Spend 50,000 GP constructing your phylactery
Level adjustment is +5
The Dry Lich has the following requirements:
Must complete all 10 levels of the Walker in the Waste prestige class
Craft Wondrous Item Feat
Spend 20,000 GP constructing your canopic jars
Level adjustment is +6
The Spectral Savant has the following requirements:
Must be able to manifest 6th level powers (no "early entry" shenanigans).
Craft Cognizance Crystal feat
Spend 81,000 GP constructing your cognizance crystal
Level adjustment is +6
The following monsters from MMI gain a level adjustment as shown:
Aberration: ----------------------
Aboleth ECL 17 - 8 HD +9 LA
Chuul ECL 18 - 11 HD +7 LA
Cloaker ECL 14 - 6 HD +8 LA
Delver ECL 22 - 15 HD +7 LA
Destrachan ECL 14 - 8 HD +6 LA
Ethereal Filcher ECL 10 - 5 HD +5 LA
Gibbering Mouther ECL 9 - 4 HD +5 LA
Grick ECL 7 - 2 HD +5 LA
Mimic ECL 12 - 7 HD +5 LA
Naga, Dark ECL 16 - 9 HD +7 LA
Naga, Guardian ECL 19 - 11 HD +8 LA
Naga, Spirit ECL 16 - 9 HD +7 LA
Naga, Water ECL 13 - 7 HD +6 LA
Otyugh ECL 9 - 6 HD +3 LA
Rust Monster ECL 9 - 5 HD +4 LA
Will-o’-Wisp ECL 19 - 9 HD +10 LA
Construct: ----------------------
Homunculus ECL 8 - 2 HD +6 LA
Elemental: ----------------------
Elemental, Air, Huge ECL 21 - 16 HD +5 LA
Elemental, Earth, Huge ECL 21 - 16 HD +5 LA
Elemental, Fire, Huge ECL 20 - 16 HD +4 LA
Elemental, Water, Huge ECL 20 - 16 HD +4 LA
Invisible Stalker ECL 15 - 8 HD +7 LA
Thoqqua ECL 7 - 3 HD +4 LA
Magical Beast: ----------------------
Ankheg ECL 8 - 3 HD +5 LA
Bulette ECL 14 - 9 HD +5 LA
Girallon ECL 11 - 7 HD +4 LA
Hydra ECL ?? - # HD +7 LA
Cryo-Hydra ECL ?? - # HD +8 LA
Pyro-Hydra ECL ?? - # HD +8 LA
Hippogriff ECL 5 - 3 HD +2 LA
Outsider: ----------------------
Achaierai ECL 12 - 6 HD +6 LA
Arrowhawk, Adult ECL 11 - 7 HD +4 LA
Arrowhawk, Elder ECL 18 - 15 HD +3 LA
Arrowhawk, Juvenile ECL 8 - 3 HD +5 LA
Celestial, Lantern Archon ECL 5 - 1 HD +4 LA
Celestial, Planetar ECL 28 - 14 HD +14 LA
Chaos Beast ECL 14 - 8 HD +6 LA
Demon, Bebilith ECL 20 - 12 HD +8 LA
Demon, Glabrezu ECL 23 - 12 HD +11 LA
Demon, Marilith ECL 24 - 16 HD +8 LA
Demon, Nalfeshnee ECL 24 - 14 HD +10 LA
Devil, Cornugon ECL 24 - 15 HD +9 LA
Devil, Gelugon ECL 24 - 14 HD +10 LA
Devil, Hamatula ECL 18 - 12 HD +6 LA
Devil, Hellcat ECL 13 - 8 HD +5 LA
Devil, Osyluth ECL 18 - 10 HD +8 LA
Devil, Pit Fiend ECL 26 - 18 HD +8 LA
Formian, Myrmarch ECL 18 - 12 HD +6 LA
Formian, Taskmaster ECL 12 - 6 HD +6 LA
Formian, Warrior ECL 10 - 4 HD +6 LA
Formian, Worker ECL 6 - 1 HD +5 LA
Night Hag ECL 16 - 8 HD +8 LA
Ravid ECL 9 - 3 HD +6 LA
Salamander, Noble ECL 20 - 15 HD +5 LA
Vargouille ECL 4 - 1 HD +3 LA
Xorn, Average ECL 12 - 7 HD +5 LA
Xorn, Elder ECL 20 - 15 HD +5 LA
Xorn, Minor ECL 9 - 3 HD +6 LA
Plant: ----------------------
Tendriculous ECL 16 - 9 HD +7 LA
Undead: ----------------------
Allip ECL 13 - 4 HD +9 LA
Bodak ECL 15 - 9 HD +6 LA
Devourer ECL 22 - 12 HD +10 LA
Spectre ECL 17 - 7 HD +10 LA
Wraith ECL 15 - 5 HD +10 LA
Feral Trance from Fist of the Forest is a free action to activate and can be done in the same action as raging, frenzying, shifting, etc.
All clerics must worship a real diety taken from one of your allowed sources.
The Unarmed Swordsage adaptation is not available
Neither is the Arcane adaptation. Shame on you for even asking!
Lion Totem Barbarian pounce ability (from Complete Champion) only works while in a Barbarian rage.
Wu Jen may learn additional spells from the Spell Compendium as desribed on page 4 of that book.
Archivists can only learn adept, cleric and druid spells, not paladin and ranger only spells. In order to learn a 'domain only' spell (like the Spell domain's Anyspell), the Archivist must worship a diety that provides access to that domain.
Most feats and items that work for Wild Shape will also work for the Primeval Form for the Primeval PrC.
The Factotum's Cunning Surge ability can only be used once per round.
A Frenzied Berserker under the effect of Deathless Frenzy still dies when his negative hitpoints exceed his maximum hitpoint total.
The Spell-to-Power Erudite does not exist.
Theurge Like Prestige Classes: Only prestige classes that advance two (or more) kinds of magic are banned. For the purposes of this restriction 'magic' includes arcane, divine, manifesting, vestige binding, shadow magic, truenaming, incarnum, martial initiators, & invocations.
Mundane or (Ex) class features such as perfect Base Attack Bonus, Sneak Attack, Unarmed Strike Damage, Monk AC bonus, Rage, Turn Undead, Bardic Music, etc. will not be be taken into consideration when classifying a prestige class as 'Theurge Like'.
Hulking Hurler weapon damage caps out at 10d6.
The Beholder Mage prestige class no longer exists.
The Planar Shepherd prestige class no longer exists.
The Sublime Chord prestige class no longer exists.
The Ur-Priest prestige class no longer exists.
The Thrallherd prestige class no longer exists.
Racial Paragon Classes count as prestige classes.
Shadow Pouncing only works once per round, regardless of the number of times you can teleport.
Chameleon floating feats cannot be used to gain the discount from Item Creation feats.
No early entry whatsoever into prestige classes via tricks like Precocious Apprentice, Illumian sigils, Versatile Spellcaster, Earth Spell, etc.
Your alignment must exactly correspond to any alignment based Domain or Devotion feats.
Skill Tricks require INT 13+ to learn.
Persistent Spell is revised as follows.
Spells with either personal range or a fixed range expressed in a specific, unchanging distance can be persisted as normal. Spells with range of "touch" can be persisted as follows:
1 round duration now last 1 round / caster level.
Spells with a duration of 1 round / caster level now last 1 minute / caster level.
Spells with a duration of 1 minute / caster level now last 10 minutes / caster level.
Spells with a duration of 10 minutes / caster level now last 1 hour / caster level.
Spells with a duration of 1 hour / caster level now last 24 hours.
Spells with other durations will be dealt with in a similar manner.
Spells with an instantaneous duration cannot be Persisted.
Gladiators are still limited to a maximum of 2 active spells when they enter the arena, that obviously includes persistent spells.
This still carries the same 6 level spell slot adjustment as usual for Persistent Spell.
Combining Extend Spell and Persistent Spell does not achieve a double length persisted spell.
Planar Touchstone feats do not exist.
Assume Supernatural Ability does not exist.
Metamorphic Transfer does not exist.
Arcane Thesis cannot reduce a spell's level below its original level.
Mercantile Background is amended as follows:
Mercantile Background Prerequisite: No Change from Players Guide to Faerun Benefit: When you sell weapons, magic items, or other adventuring goods, you get 60% of the list price instead of 50%. Once per month, you can buy any single item at 80% of the offered price. You also receive an extra 500 GP to spend as you see fit during character creation. Speical: No Change from Players Guide to Faerun
Sanctum Spell does not exist.
Chain Spell metamagic feat does not exist.
Swift Location [General] Prerequisite: Must have fought at least 2 arena matches
Benefit: Three times per day you can locate a hidden, unseen or otherwise undetectable foe as a swift action. If your foe is Vecna-Blooded, it takes only a move action to locate them.
Normal: A gladiator without this feat must use a move action to locate a hidden, unseen or otherwise undetectable foe. Locating Vecna-Blooded foes normally takes a standarda ction.
Special: A Fighter may select Swift Location as one of his fighter bonus feats.
Instant Location [General] Prerequisite: Swift Location, Must have fought at least 8 arena matches
Benefit: It always only takes a swift action to locate a hidden, unseen or otherwise undetectable foe. If your foe is Vecna-Blooded, it always takes only a move action to locate them.
Special: A Fighter may select Instant Location as one of his fighter bonus feats.
Moment of Alacrity (Diamond Mind 6) does not exist.
Ending any of the above listed conditions takes only a standard action.
In addition to these conditions, Iron Heart Surge can make the initiator temporarily immune to a single spell, spell-like ability, or supernatural ability that is currently affecting them. Even if under the influence of a spell or effect that is a) not listed above, and b) would not normally allow them to take a standard action, the initiator may still use Iron Heart Surge, however it instead takes a full round action.
But still, let's be sensible shall we? If a spell or effect kills you, knocks you unconscious, etc. you obviously cannot use IHS to end the condition.
Any spell, power, etc. with an XP component does not exist.
If you successfully steal spells from an opponent using the Spell Theft (CM) spell (or similar effect), those spells do not accompany you out of the arena or into your next fight.
The following spells do not exist in any way, shape or form:
Astral Projection
Blasphemy
Body Outside Body
Celerity (or any of its counterparts)
Contingency
Dictum
Disjunction
Forcecage
Gate
Holy Word
Irresistible Dance
Limited Wish
Magic Jar
Maze
Miracle
Planar Ally
Planar Binding
Polymorph Any Object
Reality Maelstrom
Rebuke (or any of its counterparts)
Shapechange
Timestop
Trap The Soul
Wish
Word of Balance
Word of Chaos
Wrathful Castigation
The following powers do not exist in any way, shape or form:
Affinity Field
Anticipatory Strike
Astral Seed
Ethereal Abduction
Fission
Mind Switch
Mind Switch, True
Psychic Chirurgery
Schism
Soul crystal
Synchronicity
Temporal Acceleration
Time Hop
Time Skip
Timeless Body
Any other spell, power, manuever, ability, etc. that allows you to 'manipulate' the flow of time and/or initiative so that your opponent literally does not get a turn is automatically banned as well.
Surge of Fortune cannot be combined with the Vorpal weapon property, or any other spell / ability, that would result in an automatic kill when combined with rolling a natural 20.
A caster can only be under the effect of a single casting of Surge of Fortune at a time.
Multiple magical or psionic affects that alter your form do not stack. Only the most recent ability applies.
The spell Starmantle from BoED does not interact in any way with evasion, improved evasion, or other ability that somehow negates damage with a successful reflex save.
The text of the spell Ebon Eyes from Spell Compendium is hereby completely deleted and replaced with the following:
"You gain the visual acuity of a devil for the duration of the spell. You can see normally in darkness and magical darkness out to 30 feet."
The Dragonfire Adept invocation Chilling Fog is usable only once every 1d4 rounds.
The Giant Size spell assumes a medium size caster and thus only provides bonuses to Strength & Constitution based upon actually increasing your size category.
So if you are already huge size, and cast the spell at CL 15, nothing happens. If you are huge and cast it at CL 16-18, you go up 1 size category and get only +8 STR and +4 CON. Etc.
Nerveskitter is not allowed as a means of increasing your initiative score.
Freedom of Movement is amended as follows:
Freedom of Movement Abjuration Level: Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4 Components: V, S, M, DF Casting Time: 1 standard action Range: Personal or touch Target: You or creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. By using a standard action, the subject can completely end a paralysis or slow effect, or move at their normal speed through solid fog, web and similar effects. However, if the subject re-enters the area of the solid fog or other effect, they once more become subject to its effects.
By using a standard action the subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. A single standard action allows the subject to automatically exit the grapple, whether they are pinned or not, ending up in the adjacent square of their choice. This movement does not provoke an attack of opportunity.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.
Wings of Cover is amended as follows:
WINGS OF COVER Evocation [Force] Level: Sorcerer 2 Components: V, S Casting Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous
Immense, partially translucent wings unfurl from behind you and almost completely shield you from the sight of your enemies for a single heartbeat.
Your evoked wings grant protection against a specific violent action. If your foe is about to attack you with a melee, ranged, spell, or supernatural attack, you can cast this spell immediately, creating a hemispherical barrier (or a spherical barrier if you are not standing on solid ground) of force shaped like dragon wings.
The wings of force last just long enough to potentially disrupt your foe's line of effect to you. You gain a miss chance equal to 30% + your caster level against that single attack, spell, etc. This miss chance cannot be negated by any means, and is not considered "concealment" for the purposes of spells like True Strike, the re-roll granted by Blind-Fight, and so on. The wings unfurl and then dissipate an instant later.
If you are the subject of an area attack, you instead receive +8 Insight bonus to your appropriate saving throw (usually Reflex) as well as Improved Evasion; though if the area effect instead calls for a Fortitude or Will saving throw, you gain no additional benefit.
Special: A dragonblooded character, or a character with the dragon type, can provide cover for one additional adjacent ally for every three caster levels.
Wings of Flurry is amended as follows:
WINGS OF FLURRY Evocation [Force] Level: Sorcerer 4 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius burst, centered on you Duration: Instantaneous Saving Throw: Reflex half, the Will Spell Resistance: Yes
Immense, scaled wings unfurl from behind you and beat at nearby foes in a savage flurry before vanishing as quickly as they appeared.
You evoke flickering dragon's wings that strike at every creature in range, dealing 1d6 points of damage per caster level to all within 30 feet that fail a Reflex saving throw, and half that damage to creatures that succeed on the save. Creatures that fail the Reflex save must make a Will save at the same DC. Those that fail the Will saving throw are also dazed for 1 round. Success on the Will save means the creature is merely dazzled for 1 round instead.
Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level.
When anyone is inside of, and/or surrounded by, an Antimagic Field, Null Psionics Field, or similar effect, it is completely impossible to cast a spell, manifest a power, use a supernatural ability, etc. No feat, item, spell, power or special ability can circumvent this restriction.
There is no stacking of the same ability score to the same function.
A Saint Monk only gets WIS to AC once. A Hexblade / Paladin only gets CHA to saves once. Etc.
No NPC spellcasting services are available.
There is no sundering of worn objects / items, only held weapons, shields, wands, staffs and other similiar items. All sundered or otherwise destroyed equipment is restored prior to your next battle.
Some creatures have body parts that are specifically called out as being susceptible to sundering, these are still allowed to be sundered.
Any method of becoming immune to all forms of Hitpoint damage, even temporarily, is automatically banned.
You cannot use the 'Use Magic Device' skill when activating a staff to acheive a higher than usual caster level.
Animal Companions, Familiars, Special Mounts, etc. are not available to assist gladiators outside of the arena in any way. This includes, but is not limited to: Spellcasting, Activating spell completion or spell trigger items, Equipping you with items, etc.
A gladiator can directly affect his Companion, Familiar, Mount, etc. in any beneficial way, such as casting spells on them, equipping them with items, etc. Outside of the arena, you cannot do anything to cause harm (HP loss, ability damage, level drain, etc.) to your furry buddies.
Any items with per day uses of 5 or less cost Double their normal amount.
'Custom' staffs or runestaffs may not use more than two charges per casting. (This does not apply to pre-made staffs that might already be statted out to use more chargers per casting.)
Any item for which you possess the requisite Crafting feat can be purchased for a 20% discount (but increased cost factors still apply).
Upgrading / enhancing existing magic items will be done per MIC pg. 233-234 "Adding Common Enhancements to Existing Items". All other "custom" items are not allowed.
Any item that would duplicate a forbidden / non-existent spell or power is not allowed.
Shopping may be done in between fights, but not once you have rolled initiative.
Items are sold for 50% of purchase price.
Magic Items may not be crafted or created by fighters, only purchased.
If a PrC, feat, ability, etc. requires you to craft a mundane or masterwork item that does not cost XP to produce, that is allowed.
Manuals & Tomes (or other similar items) that provide Inherent bonuses to stats are not considered "consumables", and they can stack (max +5 Inherent bonus still applies).
Pre-made weapons and armor can be improved / further enhanced, however any upgrades cost double the normal amount due to the special nature of the items.
The Oathbow is a +2 Composite Longbow (+2 STR) with a cost of 25,600 GP.
+2 Enhancement costs 8,000 GP
Masterwork Composite Longbow (+2 STR) costs 600 GP
'Oath' Enhancement costs 17,000 GP
To upgrade the bow to a +3 Enhancement (or to add any +1 ability) would normally cost
18,000 for +3 -8,000 already paid for +2 = 10,000
10,000 GP. However, because the Oathbow is a pre-made weapon, the cost will instead be 20,000 GP.
Custom runestaffs are allowed, but all spells must be from the same spell list and must be thematically linked in some way.
Check with the Arena God before creating any runestaff, just to be safe.
No partially charged wands or staffs, they are always purchased with a full 50 charges.
Belts of Battle are banned.
Armbands of Might provide their +2 bonus to grapple checks.
Ghost Touch weapons, and items that produce similar effects, can affect ethereal creatures.
Wilding Clasps can function with the PHB II Shapeshift druid variant.
The Starmantle Cloak does not interact in any way with evasion, improved evasion, or other ability that somehow negates damage with a successful reflex save.
The Ring of Theurgy can only be utilized to cast spells from your normal class / casting list.
The Greater Ring of Theurgy is a new item that can be used in the broken RAW way the Ring of Theurgy is found in Complete Arcane (i.e. casting spells from any list). This item costs 150,000 GP.
The Retributive Amulet from BoED takes an immediate action to activate and is effective against only a single attack and/or instance of damage. If being attacked multiple times, a gladiator may choose which attack to apply the Amulet against.
Gladiators may not wear multiple or duplicate "fake" copies of items in order to avoid having the real item sundered, stolen, dispelled, etc.
Hidden / Concealed Weapons from Complete Scoundrel provide a cumulative -2 penalty to attack roles per such weapon used during a round.
The Defending weapon property is not allowed.
The Aptitude weapon enhancement from Tome of Battle allows you to change the weapon associated with the following feats:
Weapon Focus
Weapon Focus, Greater
Weapon Specialization
Weapon Specialization, Greater
Improved Critical
Power Critical
There is now a Greater Aptitude weapon enhancement from Tome of Battle. The cost of the enhancement is 30,000 GP and it can only be added to a weapon already enhanced with Aptitude. This enhancement allows you to change the weapon associated with nearly any feat.
Thus you can use Boomerang Daze with your Greatsword. Or Shadowblade with a Glaive. Etc.
Example Check with the Arena God if you are unsure if a given feat will synergize with Greater Aptitude.
Magic Items not listed in the MIC:
Arms and Equipment Guide, Champions of Ruin, Champions of Valor, Cityscape, All Completes, Dieties and Demigods, Draconomicon, Dragon Magic, Dragonmarked, Dragons of Eberron, Drow of the Underdark, Dungeon Master's Guide II, Dungeonscape, Eberron Campaign Setting, Elder Evils, Exemplars of Evil, Expanded Psionics handbook, Explorer's Handbook, Five Nations, Forge of War, Frostburn, Heroes of Battle, Heroes of Horror, Libris Mortis, Lords of Madness, Magic of Eberron, Magic of Faerun, Magic of Incarnum, Manual of the Planes, Miniatures Handbook, Monster Manuals I-IV, Monsters of Faerun, Planar Handbook, Players Handbook II, Players Guide to Eberron, Players Guide to Faerun, Sandstorm, Savage Species, Secrets of Sarlona, Secrets of Xen'drik, Stormwrack, All Races of, Tome of Battle, Tome of Magic, Unearthed Arcana, Weapons of Legacy
Armor or Shield Properties:
+150: Gloryborn Template(DMGII) - +1 AC when charging.
+400: Soulforged Template(DMGII) - +2 resist bull rush, trip
+500: Feycraft Template(DMGII) - -5% ASF.
+600: Githcraft Template(DMGII) - -5% ASF, +1 Concentration checks.
1500: Shadowsilk Padded armor(ToM) - 0% ASF in shadow, +10 max dex. +2 Hide/MS
1750: Shadowsilk Leatherarmor(ToM) - 0% ASF in shadow, +8 max Dex. +2 Hide/MS
+1: Martial Discipline(ToB) - +1 to hit always, +2 extra when using that school
+3750: Hideous(CoR) - +5 Compt bonus to Intimidate
+2: Ocular(CoR) - +4 Comp Spot, List, no flank
+2: Command(A&E) - +4 compt on Cha skill checks, +2 Morale Will
+4000: Riverine Shield(Storm) - Half Shield bonus is Deflection bonus instead.
+5000: Dark(DotU) - +5 circ hide vs darkvision, conceal against darkvision
+5000: Fearsome(DotU) - +5 enh Intimidate, armor spikes. Demoralize move action.
+5000: Wary(CoR) - If you have Imp Uncanny Dodge, +4 lv.
+9000: Riverine Light Armor(Storm) - Half Armor bonus is Deflection bonus instead.
+15000: Hideous(CoR) - +10 Compt bonus to Intimidate
+16000: Riverine Medium Armor(Storm) - Half Armor bonus is Deflection bonus instead
+25000: Riverine Heavy Armor(Storm) - Half Armor bonus is Deflection bonus instead.
+30000: Hideous(CoR) - +15 Compt bonus to Intimidate
Special Armor and Shields:
6,650: Variable Shield(A&E) - Change from buckler to tower Std action
16,160: Armor of Mobility(Drac) - +2 leather, gives Mobility feat.
Weapon Properties:
+1,000 gp - Pitspawned Template(DMGII) - +2 to confirm crits
+1,500 gp - Feycraft Template(DMGII) - Free Weapon Finesse with light, Allow WF 1-hand
+1: Accurate(DotU) - +2 circ to hit after you miss
+1: Binding(A&E) - Dimensional Anchor 1/day, no save if you hit.
+1: Doomstrike(CoR) - with Improved Sunder, cleave into foe
+1: Fortunate(A&E) - +1 luck to all saves
+1: Harmony(A&E) - doubles flanking bonus to +4 when wielded
+1: Intercepting(FoW) - extra attack per round, Free att vs grap, char, br for x2 dam
+6,000 gp: Spellblade(MgoF) - Auto absorb one spell, redirect it later as a free action
+8,000 gp - Standard of the Galloping Steed(HoB) - +2 untyped to hit when charging.
+2: Commanding(A&E) - +4 enh Bluff, Dip, Intimidate. +2 sheathed.
+2 Fierce(A&E) - Move Dex bonus to weapon damage like Defending.
+3: Splitting(CoR) - Double missles from a projectile weapon
13,750 gp: Jumping(MgoF) - +30 untyped Jump.
Specific Weapons:
247: Halfling's Exit(A&E) - +2 Sling bullet that makes 1 hr 30' fog.
257: Summoning Arrow(A&E)- Fired from a bow, becomes an Eagle.
4,808: Soldier's Rest(A&E): +1 Glaive - Held, can ignore fatigue.
6,400: Songblade: +1 Rapier(A&E)- +1 music use, +2 enh Perform.
10,000: Rod of Dragon's Blood(DrMg) - Recast 2nd lv spell/spell-like.
16,320: Blade of the Duelist(A&E) - +2 Ins AC <2 foes, +2 disarm
18,308: Kukuri of Crippling(A&E) - +2 kukuri halves mv rate on crit.
18,310: Brutal Axe(A&E) - +1 keen, free trip on crit, Str*1.5 bonus.
18,315: Fortelling Blade(A&E) - +2 longsword. Make a d20 roll, use that in place of any attack for the day!
18,355: Sorcerer's Hand(A&E) - +2 Light xbow. +2 enh, +1 CL rays
22,301: Lethe's Lash(Planar) - +1 whip that makes a caster lose highest spell or slot
20,310: Halberd of Vaulting(A&E) - +30 untyped jump. x2 damage charge
22,315: Ringsword(A&E) - +3 longsword that gives an extra ring slot
Wondrous Items:
Arm:
2,000: Armband of Reduction(A&E) - -1 size for 2 hrs 1/day.
See upgraded version in Lords of Madness
Note
8,000: Bracers of Murder(DotU) - +2 profane att, dam vs flat footed. Reroll SA 1s.
Body:
21,000: Robe of Arcane Might(ExpH) - +2 CL for one school, +2 armor.
Face:
3,000: Gloom Mask(DotU) - See through all dark 3/day. Darkness spells free Widen.
12,000: Sould Lens(ToM) - +1 DC of Vestige abilities
Hands:
2,000: Claws of the Ripper(Drac) - Increase dragon claw crit to x4.
3,000: Novice Shadow Hands(ToB) - 1 1st-3rd lv maneuver or stance.
4,000: Gloves of Brachiation(A&E) - +10 circ Jump
14,000: Gloves of Deadly Casting(FoW) - Doubles crit range of rays, touch attack spells
15,000: Scholar Shadow hands(ToB) - 1 4th-6th lv maneuver or stance.
Head:
varies: Drake Helm(ExpH) - Add spells to your spells known list.
3,000: Novice Crown of WHite Ravens(ToB) - 1 1st-3rd lv maneuver or stance.
4,400: Shadowy Diadem(DrMg) - Concealment + immune energy drain 3/day (swift)
5,000: Helm of Righteous War(CCHamp) - +2 insight Init, spot. Swift +1 TU reveal 10'
15,000: Scholar Corwn of White Ravens(ToB) - 1 4th-6th lv maneuver or stance.
51,000: Admiral's Bicorne(Storm) - +5 to Cha-based checks, perm Heroism, loud voice
Face:
8,000: Horizon Goggles(CMg) - Far Shot feat, +50% to spell ranges that need attack rolls
Feet:
3,000: Boots of Sidestepping(DngScape) - Make Ref save, imm act 5' step.
3,000: Novice SLippers of the Setting Sun(ToB) - 1 1st-3rd lv maneuver or stance.
4,000: Sandals of the Vagabond(CChamp) - +2 Luck Init. Imm Exhaustion
5,000: Boots of Charging(MiniHB) - Grants Powerful Charge feat.
5,000: Greaves of Aundair(FoW) - Imm action move 2/day. Dazed after.
15,000: Scholar Slippers of the Setting Sun(ToB) - 1 4th-6th lv maneuver or stance.
33,750: Slippers of Battledancing(DMGII) - +2 In Init, Cha for Att+ Dam, +5 compt TUmble
Ring:
3,000: Novice Ring of Diamond Mind(ToB) - 1 1st-3rd lv maneuver or stance. 2 can be worn
4,000: Might(MgoF) - US does 1d8 damage, does not provoke AoO.
6,000: Ring of Anticipation(DotU) - +2 Compt List/Spot. Roll init twice, take better.
6,000: Ring of Enduring Arcana(CMg) - Your spells are +4 CL vs dispel, counter.
8,000: Ring of the Beast(CChamp) - Any SNA spell is treated as 1 higher. Max remains.
10,000: Fanged Ring(DrMg) - Improved Unarmed Strike and Imp nat Att (Unarmed strike)
10,000: Landwalking(Storm) - Legs for aqua(monstrous) humanoids, 30' speed, air breathing
15,000: Scholar Ring of Diamond Mind(ToB) - 1 4th-6th lv maneuver, stance. 2 can be worn.
16,000: Greater Counterspells(DMGII) - As Ring of counterspells, 1/day imm act counter
Throat:
620: Drow House Insignia(DotU) - Cast one 1st lv spell 1/day.
2,100: Amulet of Incarnum Shielding(MoI) - Can't lose essentia or soulmeld. 7 uses.
2,400: Dark Clasp(DrMg) - +5' reach one arm one attack swift action 3/day.
3,000: Novice Devoted Spirit Amulet(ToB) - 1 1st-3rd lv maneuver or stance.
3,300: Drow House Insignia(DotU) - Cast one 2nd lv spell 1/day.
5,000: Amulet of Peace(SoS) - Diplomacy check replaces AC for 1 round. 2/day imm action.
8,200: Drow House Insignia(DotU) - Cast one 3rd lv spell 1/day.
10,800: Collar of Umbral Metamorphosis, Lesser(ToM) - +10 mv, HiPS, vision, +8 Hide, +6 MS
11,000: Amulet of Fearsome Might(DrMg) - Frightful Prescence x2 area, +2 DC. Fear +2 DC
15,000: Scholar Devoted Spirit Amulet(ToB) - 1 4th-6th lv maneuver or stance.
22,000: Collar of Umbral Metamorphosis, Greater(ToM) - +10 mv, HiPS, vision, +8 Hide, +6 MS
Torso:
3,000: Novice Iron Heart Vest(ToB) - 1 1st-3rd lv maneuver or stance.
6,000: Robe of the Vagabond(CChamp) - +1 Luck AC, saves.
12,000: Pectoral of Maneuverability, Lesser(Drac) - Increases 1 step for winged
15,000: Scholar Iron heart Vest(ToB) - 1 4th-6th lv maneuver or stance.
16,000: Vest of Legends - Bard music goes up 5 levels.
25,000: Dazzix's Vestt(DMGII) - Boosts SR by 5.
90,000: Pectoral of Maneuverability, Greater (Drac) - Increases 2 steps for winged
Waist:
3,000: Novice Stone Dragon Belt(ToB) - 1 1st-3rd lv maneuver or stance.
5,400: Belt of the Reinforced Form(DotU) - +4 untyped vs trans, Cast trans swift 1/day
10,000: Belt of Endurance(A&E) - +2 enh Con, Great Fortitude feat
15,000: Scholar Stone Dragon Belt(ToB) - 1 4th-6th lv maneuver or stance.
Wrist:
3,000: Novice Tiger Claw Bracers(ToB) - 1 1st-3rd lv maneuver or stance.
8,000: Bracers of Divine Luck(CChamp) - +1 Luck to att, save, or AC when cast divine.
8,000: Bracers of Murder(DotU) - +2 profane att, dam vs flat footed, reroll 1s on SA.
8,500: Bracers of the Hunter(SoX) - +2 compt Init, +5 compt Hide, +1d6 SA or SS.
15,000: Scholar Tiger Claw Bracers(ToB) - 1 4th-6th lv maneuver or stance.
Unslotted:
400: Essentia Jewel(MoI) - 1 use, adds 1 essentia as a free action
1,000: Dragonmark Scepter - get 1 more use from your Least Dragonmark per day.
2,000: Dancing Lantern(DngSacpe) - Free light
2,800: Stony Plating Graft(MoE) - Increases Nat Arm by 1. -4 hp.
3,200: Treebark Caraprace Graft(MoE) - Increases nat Arm by 1. +4 save vs polym. -4 hp.
3,700: Aquamarine of Spell Extending(PGtF) - 1/day free Extend up to 6th lv.
3,000: Gemstone of Fortification(Drac) - gives any true dragon light fort
4,000: Rod of Sure Striking(DMGII) - Std action for +10 unytped to hits that same rd.
4,000: Rod of Eldritch Power(CMg) - Warlocks want this.
6,000: Tailbands of Impact(DrMg) - Increases Str bonus applied to tail attacks.
6,000: Metamagic Wandgrip(CMg) - 3/day apply one MM feat you know to a wand. +lv=+charges
6,000: Wheel of Fortune(CSc) - +2 luck bonus to ability and skill checks (of 1) 24 hrs.
7,500: Banner of the Storm's Eye(ExpH) - Immune fear, conf, stun. Max Dex +3.
7,500: Nightstick(LibMort) - +4 Turn Undead per day.
8,000: Dragonborn legs graft(RoD) - +4 Climb, Jump, Swim. -4 HP.
10,000: Glaring Eye graft(RoD) - Blindsense 30', +2 Spot, immune sleep.
10,000: Glove of Taarnhalm(PGtF) - All melee weapons become throwing and returning
15,000: Gemstone of Fortification(Drac) - gives any true dragon med fort
15,000: Zombie Arm(LibMort) - +2 Inherent to Str, -2 Dex, Slam attack.
27,000: Rod of Wands(CMg) - Full round action to activate 3 wands.
30,000: Sparring Dummy of the Master(A&E) - 5' steps become 10' steps.
35,000: Gemstone of Fortification(Drac) - gives any true dragon heavy fort