Hey! I found it! Here's a list of 100 high-quality items I did for another game system (it uses 1D20 for most damage, and the armor system is different, too, but it can be converted, easily enough)! In D&D, base the stats and prices on the equivalent weapons. I'll redo this for D&D, when/if I have time... [EDIT: I re-did the first 50...]
==================================================
Examples of Bonus Items:
Copyright 2000-2005 by Steve C. All rights reserved.
---------------------------------------------------------------------------
Originally posted on 11 July 2000.
In the article "Bonus Items: A New Class of Treasure", I described what Bonus Items are, and how they differ from Extraordinary items already in the game, citing precedents for them within the current rules. This article is little more than a list of 100 or so Bonus Items, addable to any on-going Campaign as bits of treasure. The prices that such small wonders would sell for are given in [square brackets] after the item's description. This assumes that the item is unembellished. Fancier versions would cost most. If sold, PCs can expect to get half this price for such goods. All Bonus Items are of at least high quality. Many of them are suitable for enchantment.
1D100 Non-Extraordinary Bonus Item(s) Found:
01) Broad leather girdle, with pockets, and a concealed dagger. The masterwork dagger does +1 Non-magical harm, and is otherwise exactly as a typical short dagger. [615 GP]
02) An extremely sharp folding pocket razor. If used in combat it will do 1D6+5 slashing damage. [15,500 GP]
03) 100 foot coil of rope. Tougher than usual, it has 2 points of armor, and requires a cumulative 20 points of cutting damage to sever. It can be used as a lasso, for climbing, etc. [50 GP]
04) Steel Breast- and Back-plate (Steel Half-Plate Armor): AC +10, Max. DEX Bonus +8, no Armor Check Penalty or Arcane Spell Failure. Treated as Light Armor. [25,000 GP]
05) A pair of leather gauntlets with small, blackened metal plates on the backs of the hands and fingers. These will add +1 AC to overall armor protection (if wearing Light Armour without gauntlets), or AC 15 (+DEX) to the backs of the hands. [725 GP]
06) A full suit of chainmail armor (including an integral coif) with +9 AC protection, Max. DEX Bonus of +6, and 10% Arcane Spell Failure. It is considered Light Armour. [9,000 GP]
07) 1D3 Waterproof Torches (Mizu-tai-matsu), which will burn despite rain or fog, natural or magical, so long as there is oxygen (they do not work underwater). [1-3 GP]
08) A set of +2 burglary tools, which will add +2 to the Open Locks/Disable Device (or other appropriate) skill of the user when performing tasks with their aid. Includes: Lockpicks, tension wrenches, small metal saw, metal chisel, file, jimmy and pry bar, collapsible grapnel, and a normal candle lantern, with eight beeswax candles. When used to cut metal, the chisel and saw will cut 110% what a normal one would in the same amount of time. The grapnel will add +2 to the chances of hitting and holding onto whatever the user is attempting to climb. [$320]
09) Buckler with +3 AC, no Armour Check Penalty, and no Arcane Spell Failure. [1,575 GP]
10) A pair of dull black metal bracers that cover the arms of a typical man from wrist to elbow, and extend outward a bit past the latter. These will add +4 AC to the wearer's overall protection (but if used in conjunction with Light or Medium Armor, these will provide only a +2 additional bonus), and will provide arm-only protection of +8 AC, such as when protecting one's arm from a guillotine-type trap. They will also increase the damage of a forearm or elbow smash by +3 points of damage. When used by someone with unarmed combat ability, these bonuses may be combined with that of their wearer. They can also be used to parry blows. [3,250 GP]
11) Hunting Clothes: These leathers give the wearer +3 AC, with a Max. DEX Bonus of +8, no Armour Check Penalty, and 5% Arcane Spell Failure. They are also camouflaged, so that when used in Temperate Woodlands they give opponents a -1 penalty to hit the wearer. [1,550 GP]
12) A tinderbox with flint, steel, and special beeswax-and-sawdust firestarting cubes that give a +3 bonus to all attempts to start fires, even in windy and/or rainy conditions. [10 GP]
13) A weapon (GM's choice) that adds +2 to the wielder's chances to hit, and +2 Non-Extraordinary points of damage. [Five times the MW weapon's base cost]
14) Any type of armor (the GM's choice), with +1 more protection than the ordinary maximum, +1 Max. DEX Bonus, one less Armour Check Penalty, and five percent less Arcane Spell Failure. [Twice the MW armor's base cost]
15) A one-piece, all-metal +2 Trident with a baked-on, non-reflective coating that prevents rust. [1,575 GP]
16) Climbing Claws: A pair of spiked metal bands that can be worn over the hands, from the rear of which depend wrist straps. When worn, these will allow normal weapons use, but also allow hand attacks at +1 to +5, and +1 to +5 slashing or penetration harm (depending upon the type). They are made for climbing, however, and will add a Competence Bonus of from +2 to +6 to the Climb skill used to perform such maneuvers. In order to determine the quality of the climbing claws found, roll 1D6 (treating six as one). The number rolled is the hand-to-hand damage bonus, and the Climbing bonus is +1 higher. [50, 75, 250, 500, or $1,250 GP]
17) Foot Claws: A pair of spiked metal bands that can be worn over the feet. When worn, these will allow foot attacks at +1 to +3, and add an additional +1 to +3 damage. They are made for walking on ice, or climbing, however, and will add a Competence Bonus of from +2 to +4 to any skill used to perform such maneuvers (Balance, for ice-walking, or Climb, for climbing). In order to determine the quality of the climbing claws found, roll 1D3. The number rolled is the hand-to-hand bonus, and the Balance/Climb bonus is +1 more. Note that, if used in conjunction with the hand claws (above), only the higher Competence Bonus to climbing ability applies. [50, 75, 250, 500, or 1,250 GP]
18) A 6' hollow steel +2 fighting staff which, with the addition of a mouthpiece, will be suitable for use as a blowpipe (1 point penetration damage (plus possible poison)). [600 GP]
19) 3' +4 Weighted Steel Chain (1-8+4 blunt damage, as a Light Flail). Can be used as a whip, or thrown up to 30' with the same +4 bonus. [6,170 GP]
20) Sap (1D6+2 non-lethal/blunt damage). [1,505 GP]
21) A thickly woven, padded cloak, with hood, that adds +2 to armor class when attacked from behind (or when attacked from above, or otherwise hit in the head, if the hood is up). [500 GP]
22) Tough leather purse, woven with metal wire, which is nearly impossible to slit. It has five points of armor protection, and will take 25 HPs from a single attack in order to slit it! [625 GP]
23) Tough leather backpack, woven with metal wire, which is nearly impossible to slit. It has fivr points of armor protection, and will take 25 hit points from a single attack in order to slit it! [$1,250 GP]
24) Poison Ring: A large metal signet ring which contains a secret compartment capable of storing several doses of medicine/poison. [$100 GP]
25) Razor Ring: A ring with a concealed, spring-loaded razor that can be popped out at the touch of a button, and used to slit purses, etc. It will do 1D4+5 slashing damage to leather or fabrics, and add +7 to the Pickpocket/Sleight of Hand skill of a (N)PC using it to slit purses, but the blade is too short to be realistically used in combat. [5,000 GP]
26) Armor Repair Tools: In addition to adding a +1 to +5 Competence Bonus (and the +2 Circumstance Bonus for MW Armorsmith's Tools) to the wielder's Craft (Armorsmith) rolls, this set of tools will, if successfully used to "improve" the armor, add +1 AC and Max. DEX Bonus, reduce the Armor Check Penalty by one, and decrease the Arcane Spell Failure by 5%. Improving armor is Craft (Armorsmith) DC;25 to go from normal to a non-magical +1, with each additional +1, thereafter, being done in order, at +5 to the DC, and time equal to that required to make the armor (based upon the new price of two, five, 10, 20, or 50x (MW + base price))). Thus, going from normal armour to +5 will require five reforgings, at DCs 25, 30, 35, 40, and 45. [110, 275, 550, 1,100, or 2,750 GP]
27) 2D12 Arrowheads of +1 to +5 bonus to-hit & damage. [1, 2, 5, 10, or 20 GP/arrowhead]
28) Barding (of GM-selected type) with +1 to +5 AC bonus, that same amount added to the Max. DEX Bonus, added to the Armour Check Penalty (improving it to zero, only), and five times that amount subtracted from the Arcane Spell Failure percentage. [2, 5, 10, 20, or 50x the MW armor's base price]
29) Warhorse saddle: Gives a bonus of +5 (+2 Circunstance and +3 Competence Bonus) to the Ride skill, when using Ride to stay on a horse saddled with it. [300 GP]
30) Tough leather saddlebags, woven with metal wire, which are nearly impossible to slit. They have five points of armor protection, and it will take 25 hit points from a single attack in order to slit them! [1,250 GP]
31) 2D12 Quarrelheads of +1 to +5 to-hit & damage bonus. [1, 2, 5, 10, or 20 GP/quarrelhead]
32) 2D12 Sling Bullets of +1 to +5 bonus to-hit and damage. [1, 2, 5, 10, or 20 GP/bullet]
33) Three +2 Shuriken. [1,501 GP/shuriken]
34) Buckler with +3 AC, no Max. DEX Bonus, ACP, nor Arcane Spell Failure chance. [$3,100]
35) Blowpipe Dart(s): (6 HP penetration damage (plus possible poison). [15,000 GP/dart]
36) A weapon (GM's choice) that adds +1 to-hit, +1 Non-Extraordinary point of damage. [Twice the MW weapon's base cost]
37) Any type of armor (the GM's choice), with +2 more protection than the ordinary maximum, +2 Max. DEX Bonus, two less Armour Check Penalty, and 10% less Arcane Spell Failure. [Five times the MW armor's base cost]
38) Razor Lance: A staff with dagger-like blades at each end, and a central handle (with a +2 bonus). This is an Exotic Weapon, requiring a feat to learn to use it without the -4 Non-Proficiency Penalty. [3,010 GP]
39 Razor Gloves: These nasties provide no protection to the wearer's hands, but instead have small, razor-sharp pieces of metal sewn into the sides of the backs of each finger, allowing 1D4+3 penetration damage from a punch or back-hand slap. When used for slitting purses, they add a +3 Competence Bonus to the thief's Pick Pocket skill. [3,020 GP]
40) Claws: This is a set of leather and metal gauntlets (as in #5, above). Attached to the metal plate on the back of the hand, however, are four curved 2.5" blades (one over each knuckle). When used to strike or claw, these will do 1D4+8 HP damage and increase the wearer's to-hit chances by +5. [15,000 GP]
41) Trick staff: A hollow steel staff with a central hand grip. It contains a pair of spring-loaded blades, which slide out and lock into position upon depression of a stud in the handle. It may be used as a fighting staff or razor lance (see above), as desired (1D6+1 shock or penetration harm). [1,204 GP]
42) Wound-Healing Salve that doubles the normal healing rate, but also restores 1-5 (roll 1D6 treating rolls of 6 as 1) HP/day. [250 GP]
43) Burn Healing Salve that doubles the normal healing rate, but also restores 1-5 (roll 1D6 treating rolls of 6 as 1) HP/day, if the damage came from acid, burns, fire, flame, heat, scalds, etc. [200 GP]
44) Sleep Inducer: A powder that, when inhaled or imbibed, will cause the victim to fall asleep in 1-5 minutes. They will awaken as easily as normal. [250 GP/dose]
45) "Let Freedom" Ring: A band of steel, decorated with many indentations and carvings, two of which are special. One is a release button which causes the other to stick up. This second piece is the working part of a key to the most common types of shackles. It gives the wearer a +5 Open Locks skill for purposes of escaping such manacles. [125 GP]
46) Steel Boomerang: This deadly device is almost as dangerous to its users as it is to their enemies! It is sharpened all along the edges, and if caught without a metal gauntlet will cause the usual damage to the wielder's hand (1D12+1 slashing damage, 19-20 x4, Range: 30'). [600 GP]
47) Lockpicks: This set of tools adds +1 to the Open Locks skill of anyone using them to pick a lock. [60 GP]
48) Collapsible Grapnel: This folding design allows for easy concealment (+5 to hide it), but better yet, it can be thrown to 125% the normal range, and has +5 to-hit, and thus a better chance to catch and hold. It grants both the +2 Circumstance Bonus to Climb checks, as well as a +5 Competence Bonus. [2,500 GP]
49) Ear Trumpet: A metal horn often used by the hard-of-hearing in order to funnel sounds to their ear. It will increase the Listen skill of anyone using it to listen (at doors or through walls, etc.) by a +4 Competence Bonus. Includes screen-wire grilling to keep Ear Seekers out! [20 GP]
50) +3 Breast- and Back-plate: Has a non-magical AC bonus of +8, Max. DEX Bonus of +6, no ACP, and 10% Arcane Spell Failure. Counts as Light Armor. [5.000 GP]
---------------------------------------------------------------------------