Amulet of Mental Resolve Level 2+ AV
Your mind is guarded when wearing this cold iron talisman.
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain a +2 item bonus to saving throws against
effects with the charm, illusion, or sleep keyword.
Belt of Vim Level 8+AV
You feel hale and hearty while wearing this wide belt.
Lvl 8 3,400 gp Lvl 28 2,125,000 gp
Lvl 18 85,000 gp
Item Slot: Waist
Property: Gain a +1 bonus to Fortitude defense.
Healer’s Sash Level 11+AV
With this white homespun wrap, you can keep your allies going
long after they have exhausted their healing resources.
Lvl 11 9,000 gp Lvl 21 225,000 gp
Item Slot: Waist
Property: This sash can have no more than 5 charges at one
time and resets to 1 charge after an extended rest.
Power (At-Will): Standard Action. You or an adjacent ally
expends a healing surge but does not regain hit points as
normal. Instead, add 1 charge to this sash.
Power (Encounter ✦ Healing): Immediate Reaction. Use
this power when an ally within 5 squares of you takes
damage. Expend 1 charge from the belt. The ally regains
hit points as though he or she had spent a healing surge,
and regains an extra 1d6 hit points.
Level 21: +2d6 hit points.
Medic's Amulet Level 9+ AV2
Lvl 9 +2 4,200 gp
Item Slot: Neck
Property: You gain item bonus to Heal checks equal to the amulet's enhancement bonus. When you use a healing power on an ally, or succeed on a Heal check to perform first aid on an ally, that ally also makes a save against an ongoing damage effect.
Boots of Free Movement Level 6 AV
You deftly avoid entanglement in these well-crafted boots.
Item Slot: Feet 1,800 gp
Property: Gain a +2 item bonus to saving throws against
effects that apply the slowed, immobilized, or restrained
condition.
Power (Encounter): Minor Action. Make a saving throw
against a slow, immobilize, or restrain effect that a save
can end.
Crusader’s Weapon Level 9+ AV
Those who hunt undead favor this weapon for its ability to
strike at the creatures’ vulnerabilities.
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +3 2,625,000 gp
Lvl 19 +4 105,000 gp
Weapon: Hammer, Mace
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus, or +1d10 damage per plus against
undead creatures.
Property: Half the damage dealt with this weapon is radiant
damage.
Property: You can use this weapon as a holy symbol. It adds
its enhancement bonus to attack rolls and damage rolls
when used in this manner.
Power (Daily): Standard Action. Gain one additional use of
Channel Divinity for this encounter.