Belt, Swordbelt, Kilt, Girdle
Belt of Dwarven Might
When you fail a Constitution skill check, you succeed instead.
Belt of Giant Health
Once per day roll D12s insted of normal recovery dice.
Belt of Good News
Cleric Only
Allows class feature "heal" to be used additionally 4 more times per battle.
Belt of Good News
Acquired during the "Pirates of Proudfort" bounty quest.
Belt of Skulls
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.
Blademaster's Belt
One magical sword sheathed on this belt gains a +2 bonus to recharge rolls for its own powers.
Brutal Vigor
When you rally, make a basic attack
Gathering Storm
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.
Potion Belt
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.)
Sash of Arcane Earth
On Teleport or casting a Daily spell:
Rally as a free action, and get +4 to all defenses until the end of your next turn.
Sash of Subtle Arguments
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.
Wand of Arcane Ventriloquism
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.
Woodrunner's
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.