Talvaroff:
I'm primarily interested in defensive capabilities, actually. I've got a tremendous strength score, and ample base attack bonus, so I'm alright when I consider my offense. So I'd be looking for more original methods of protection than a ring of protection, amulet of natural armor, or enhanced shields or armor.
OK, here are a couple of budget ideas.
Least Iron Ward Diamond: This is an Armor Crystal (Least version can be inserted into Masterwork Armor). It will grant you with Damage Reduction 1/- which stacks with other similar Damage Reduction. Once it has prevented 10 points of damage, it'll go inert until following day. 500gps
Least Crystal of Life Drinking: This is a Weapon Crystal (Least version, again, can be inserted into Masterwork Weapon). Each time you deal damage to a living creature with the weapon to which this crystal is attached, you heal 1 point of damage. When the crystal has healed a total of 10 points of damage, it becomes inert until the following day. 400 gps
Amulet of Tears: Amulet (Throat slot). <b>Swift Action to activate! Nice!<b> An amulet of tears has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you activate the amulet grants you temporary hit points, as described below. These hit points last for up to 10 minutes; they don't stack with any other temporary hit points.
1 charge: 12 temporary hit points.
2 charges: 18 temporary hit points.
3 charges: 24 temporary hit points.
2300gps
Healing Belt: Belt (Waist slot). Standard Action to Activate. While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.
In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
750gps
<u>Torc of Displacement: Torc (Throat Slot). Immediate Action to Activate (Nice...).
A torc of displacement allows you to temporarily shift your image slightly away from your current location. A torc has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you concealment for 1 round. The effectiveness of this concealment (the miss chance provided) varies depending on the number of charges spent.
1 charge: 20% miss chance.
2 charges: 30% miss chance.
3 charges: 40% miss chance.
2000 gps
There are probably more, but those are possibilities...
-K