Shield
Bonus: +1 AC.
+1 AC while equipped. Permanent. Steel-reinforced shield with layered defense. Can be used with one-handed weapons.
Rod
When button pressed: rod becomes fixed in space (cannot be moved by force less than 8,000 pounds). Button again releases it. Supports tremendous weight. Permanent. Iron rod with button. Resists up to 5,000 lb force. Greater force makes it drift 1 inch per minute and must be re-armed each minute.
Weapon
Bonus: +2.
+2 to hit and damage. Permanent. Two-handed staff carved with runes. Can be used as arcane focus.
Ammunition
On hit: target takes 1 damage at start of their turn until they use action to remove (Tough save). 1d4 arrows. Cruelly barbed arrowheads. Painful to remove.
Armor
Bonus: +1 DR.
+1 DR. Permanent. Treated hide armor from a dire beast. Retains natural toughness.
Belt
Bonus: +1 Dexterity (max 18).
Permanent. Supple leather belt with silver buckle.
Weapon
Damage: 1d6
Bonus: +2.
+2 to hit and damage. Permanent. Light sabre with perfect balance. Seems to move on its own.
Weapon
Damage: 1d4
Bonus: +1.
+1 to hit and damage. Permanent. Simple ironwood club banded with steel. Devastating impact.
Boots
Footsteps make no sound on any surface. +2 to checks involving moving silently. Permanent. Leather boots with impossibly quiet soles that absorb sound of any material you walk on. Anything carried can still make a sound.