Aria smiled at the suggestion she fly to scatter the ashes, "Just my thoughts!" She walked out alone to the end of the nearest pier, checking as she went that she wasn't being followed or overly looked-at as far as she could tell. From the end of the lonely pier she leaped off - seeming to dive for a moment, then appearing again over the level of the wooden planking in white-winged flight.<br/><br/>The tiefling giggled and flew out, finding herself working upwind, until she could see a great swath of the city coastline behind her, and felt rather sure that from this distance no one would see just what she did. The bad overcast light was a help, she realized. Taking out the rather unadorned sack the ashes had been gathered in, she opened it just a bit, and held it facing back - as she flew, they trickled out, becoming spread over a wide swath of water. "Who were you, truly?" she wondered, "How much your volition and how much  magical domination? Well, at least you realized before the end you'd gone too far....something many a wizard, or person at all really, never does!"<br/><br/>Eventually she dumped the sack itself, and flew back.<br/><br/>In the shop's indoor pavilion, the rather rarified level of money and items to change hands in both directions earned quite a bit of excitement from the several shopkeeps, mostly wizards and artificers by the look of them who scurried between the counters and back rooms - from which Kass would hear a booming, jovial voice from a large but intelligent sounding creature, not humanoid, that she might well suspect to be from some type of sentient beast or outsider known for mercantile interaction with humans, like a dragon or a djinni.<br/><br/>Part of the pavilion design of the place, it would seem, was meant to accompany and keep at ease patrons while they waited for things they'd commissioned, or which had to be fetched from - somewhere, possibly by teleportation or planeshifting (it was evident from scattered references that this place was part of some mercantile network where wondrous items sold at one location might be sold somewhere else, very very far away; and anyone who dealt in or crafted such items by definition had access to such abilities).<br/><br/>From these other customers (mostly men dressed like wizards, retired adventurers, or like Elia's client), and employees too, Kass's strip down would earn more than a few eyes. Lips fell from houka nozzles, and some literally drooled.<br/><br/>Gold and platinum coins spun through the air to land and bounce at the naked Kass's equally naked feet - and one worthy even used minor telekinetic tricks to send his coins through the air to caress their ribbed edges against Kass's skin.<br/><br/>Aria slipped back into the shop interior, smiling to herself, her eyes dancing along with Kass.<br/><br/><br/><br/>Kass earns 120 gp<br/><br/>We can do epic items (http://www.d20srd.org/srd/epic/magicItems/basics.htm), but note that for some there is a 10x price multiplier (when going beyond +6 for ability scores and +5 for most other bonuses) which IMO is not very worth it (at least not yet / before you have everything else you could really want). However the AC/save increases (from increasing deflection/armor/nat-armor/resistance) you could also get via insight and sacred bonuses (same pricing as luck).<br/><br/>Also the 'base price bonus' of an armor and weapon can be increases up to 10 w/o the epic 10x hit, (things like 'holy' property, etc.)<br/><br/>That's right, 88K on the luck bonuses (and the AC/saves are indeed 'multiple different' - the same/different thing is not so much thematic relatedness as simultaneous functioning/benefit (or so I gather from DMG/SRD and the 'Rules of the Game' (http://www.wizards.com/default.asp?x=dnd/rg/20050118a) (Wizards article series which generally expounds and recommends things on weird cases like 'how does grappling in midair work'?).<br/><br/>I like the 'lucky bracelet', very classically thematic (charm bracelet etc.) and an open slot (bracers/bracelet).<br/><br/>Also were you combining the Telekinesis ring with others or leaving it separate? (Could go either way; might want it combined if you plan to use it in combat, but for utility uses like moving stuff you'd probably have time to switch rings and wouldn't miss the defensive bonuses of the other ring. And for 'offensive'/combat telekinesis the runestaff gives you a better DC and CL, at the the cost of using spell slots.)<br/><br/>One random thing I've found that Kass might also be interested in, pretty cheap too: Badge of Valor (1,400 gp), increases Inspire Courage bonuses 3/day (forget how much and whether it was slotless) (from MIC p208).<br/><br/><br/>Aria's list (almost done) is below. First number is total, the rest is<br/><br/>item name / regular or unit price / price including slotting stuff (adding/fusing) or multiple uses per day or sells / longer description<br/><br/><br/>Almost everything is from core (aka SRD) or MIC (or Spell Compendium for spells). A few other sources are noted and one slightly-customized item's original text is below.<br/><br/><br/>123490<br/>add sacred +2/+2 on new amulet   10000/8000   22000<br/>increase luck to AC on ring from 1 to 2   7500   10250<br/>increase insight to AC on vest from 1 to 2   7500   10250<br/>necklace of adapatation   9000   4500   fuse onto nat-armor/con amulet<br/>gloves of the balanced hand   8000   12000   Gives wearer TWF or one more iterative off-hand attack.<br/>feather fall ring   2200   1100   Add to other ring.<br/>tanglefoot bags   50   500<br/>sniper's shot   360   3600   Another 10 uses a day on gloves.<br/>desert clothing (sandstorm)         Helps with hot environments. From Sandstorm.<br/>golem/grave/vine strike   360   5400   Spells to sneak attack undead, constructs or plants; add 5/day each to gloves.<br/>crystal mask of insight   10000   10000   When activated (swift, command word), the crystal mask of insight allows you to ingore the effects of concealment (but not invis) for 1 round.<br/>bracers of murder (DotU)   8000   12000   Reroll 1s on sneak attack die; +2 profrane to attack/damage on flat-footed foes; +2 to Death Attack (assassin class feature) DCs. Am reversing the bonuses to sacred and dropping the Death Attack feature (or IIRC there's some BoED holy rogue PrC with a nnonlethal analogous ability; since Aria lacks it it's irrelevant.) From Drow of the Underdark.<br/>legion of sentinels (SC, L3)   5240   5240   3rd level spell that 'summons' soldiers made of pure force, who have weak attacks but help to flank foes or trick them into wasting attacks against the summons. Very helpful and Red-Knight-y.<br/>gauntlets of extended range   2000   3000   Whenever you throw a weapon or other object, gauntlets of extended range give the weapon a telekinetif push, doubling its range increement.<br/>gauntlets of throwing   2000   3000   When you actviate gaunetls of throwing, you grant any one melee weapon you hold the throwing and returning properties for 1 round. 3/day, swift cmd.<br/>mw gnomish quickrazors   300+?   600+?   Funny 'daggers' that you strap to your arms and can 'draw' without using hands. Exotic weapon Aria's not proficient with, but looked fun and maybe useful for surprise attacks and grapples (similar to her unarmed-attack bracers). Mostly for fun and, these being nonmagical, cheap. From Races of Stone.<br/>Nimbleness (+2 max Dex, +1 BPB)   9000   9000   Increase armor max Dex bonus by 2. From Magic of Faerun.<br/>keepcool salve   50   500   Helps with environmental heat. From Sandstorm.<br/>torch bug paste   25   250   Splash weapon to reveal invisible foes. From Complete Scoundrel.<br/>boots of agile leaping   600   900   Whilw earing boots of agile leaping, you can add your Dex modifier (instead of Str) on Jump checks. If you have 5 ranks in Balance, you can stand up from prone as a swift action that does not provoke AoOs.<br/>eager weapon enhancement onto her bracers of striking   base price bonus +1   10000   an eager weapon can be drawn as a free action. While wielding it, you gain a +2 bonus o iinitiative checks and a +2 bonus on damage rolls made during a surprise round and the first round of combat.<br/><br/><br/><br/><br/><br/>BRACERS OF MURDER<br/>Price (Item Level): 8,000 gp (11th)<br/>Body Slot: Arms<br/>Caster Level: 5th<br/>Aura: Faint; (DC 17) evocation<br/>Activation: —<br/>Weight: 3 lb.<br/>Each of these burnished metal bracers is<br/>adorned with grinning skull set with onyx<br/>stones in its eye sockets.<br/>Bracers of murder grant you a +2 profane<br/>bonus on attack rolls and damage rolls<br/>against fl at-footed targets.<br/>If you have the death attack ability,<br/>the save DC to resist your death attack<br/>increases by 2.<br/>If you have sneak attack or sudden<br/>strike, reroll any result of 1 on the<br/>dice.<br/>Prerequisite: Craft Wondrous Item,<br/>divine favor, evil.<br/>Cost to Create: 4,000 gp, 200 XP, 8<br/>days.