Belt, Swordbelt, Kilt, Girdle

Belt of Dwarven Might

Default Bonus: 
+1
Recharge: 
11+
Description: 

When you fail a Constitution skill check, you succeed instead.

Quirk: 
Sings dwarven drinking songs.

Belt of Giant Health

Default Bonus: 
+3 Recoveries
Recharge: 
None
Description: 

Once per day roll D12s insted of normal recovery dice.

Quirk: 
Formidable appetite

Belt of Good News

Default Bonus: 
+1 Max recoveries and class feature "Heal" can now be used four times per battle
Description: 

Acquired during the "Pirates of Proudfort" bounty quest.

Quirk: 
Announces "Good news, everyone!" when initially entering dialogue.

Belt of Skulls

Recharge: 
16
Description: 

Belt (+1/level to healing you gain when you roll a recovery) Belt of Skulls (quick action – recharge 16+):

This belt is empty when found. Once per level, when you defeat a foe whose level is higher than yours, you may mount that foe’s head on your belt as a trophy. (The belt’s magic shrinks the head to fit.)

You may activate the belt when you make an attack; instead of rolling the dice, your natural attack roll is equal to 5 + the number of skulls on the belt.

Large monsters count as two skulls; huge monsters count as three skulls (so, theoretically, you could get a natural attack roll of 35 if you have 10 huge skulls on your belt.)

You may not swap out skulls – you must stick with your original trophies. 

Quirk: 
Haunted by ghostly voices from the skulls.

Blademaster's Belt

Default Bonus: 
Increase your maximum recoveries: by 1 (adventurer); by 2 (champion); by 3 (epic)
Description: 

One magical sword sheathed on this belt gains a +2 bonus to recharge rolls for its own powers.

Quirk: 
Worries too much about tiny details.

Brutal Vigor

Default Bonus: 
One extra recovery for 20 hp (adventurer); 50 hp (champion); 125 hp (epic)
Recharge: 
recharge 6+
Description: 

When you rally, make a basic attack

Quirk: 
Plays with their weapons

Gathering Storm

Default Bonus: 
+3 Recoveries
Recharge: 
11+
Description: 

when you drop one or more foes with an arcane spell attack, heal using a recovery and gain +4 to attack rolls with spells until the end of your next turn.

Quirk: 
When the wind blows, you try to let it carry you away.

Potion Belt

Default Bonus: 
Increase your maximum recoveries: by 1 (adventurer); by 2 (champion); by 3 (epic)
Recharge: 
16+
Description: 

Drink a potion stored on this belt as a quick action instead of a standard action. (It also provides slots for up to six potions.) 

Quirk: 
Constantly attempts to refill everyone else's drinks. Or potions. Or ration bags.

Sash of Subtle Arguments

Default Bonus: 
+2 Recoveries
Recharge: 
6+
Description: 

Minute inscriptions of obscure philosophical debates cover both sides of this silken belt. You may ignore any one condition affecting you until the start of your next turn. You don’t suffer the penalties or ongoing damage from that condition, but you may not make a save against that condition if it allows a save. 

Quirk: 
Delights in getting into arguments.

Wand of Arcane Ventriloquism

Default Bonus: 
+1
Recharge: 
11+
Description: 

This wand is small enough to be easily concealed. When you cast a spell, pick another spellcaster (either an ally or an enemy). Your spell emanates from their location as if they’d cast it, and anyone not familiar with arcane techniques will assume they were responsible for whatever spell you just threw. You can only pick a spellcaster who’s far away if your spell can reach that range normally.

Quirk: 
Blames magic items for any strange behavior or moral failings.

Woodrunner's

Default Bonus: 
+1 Maximum Recoveries
Description: 

While wearing this loose belt, you can run through the branches and treetops as though running on firm and level ground. The belt only allows you to you to run — if you stop to fight or do anything other than run swiftly, then it provides no benefit and you may fall or be otherwise impeded by the terrain. Running in forests, though, you've got covered.

Quirk: 
Restless
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