
Natural 1s |

What magic items add bonuses to ability checks?
Our GM is using house rule about natural 1 - we roll dexterity modifier against DC 15. Something bad will happen if we loose. So we are looking for items which will increase our dexterity rolls.
So far I have found:
- belt of incredible dexterity: enhacement to dexterity
- pale green ioun stone: +1 competence and +1 morale (from flawed one)
- stone of good luck: +1 luck (which can be increased by taking fate's favored trait)
- greater hat of disguise: +2 size to dexterity

BENSLAYER |

In order of (initial) Price ...
Dexterity:
* [375gp] Wand of Guidance -> 1/min. +1 Competence Bonus on a single Skill check. (Grants additional Effects.)
* [800/12 000/16 000gp] Magenta Ioun Stone -> [Cracked] +2 Competence Bonus to one Skill of your choice; [Flawed and Standard] +2 Enhancement Bonus to any one Ability Score (Dexterity). (Grants additional Effects.)
* [5 200gp] Apron of the Careful Chemist -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [6 000/8 000] Deep Red Sphere Ioun Stone -> [Flawed] +2 Enhancement to Dexterity; [Standard] +2 Enhancement Bonus to Dexterity.
* [8 000gp] Snakeskin Tunic -> +2 Enhancement Bonus to Dexterity. (Grants additional Effects.)
* [9 400gp] Monkey Belt -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [10 000gp] Belt of the Weasel -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [10 000/40 000/90 000gp] Belt of Physical Might -> +2/4/6 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [11 200gp] Plague Rat Belt -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [16 000/64 000/144 000gp] Belt of Physical Perfection -> +2/4/6 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [18 000gp] Monkey Belt (Greater) -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [20 000gp] Serpent Belt (Greater) -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [27 500/55 000/82 500/110 000/137 500gp] Manual of Quickness of Action -> +1/2/3/4/5 Inherent Bonus to Dexterity.
* [110 000gp] Shadowform Belt -> +6 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [800/12 000/16 000gp] Magenta Ioun Stone -> [Cracked] +2 Competence Bonus to one Skill of your choice; [Flawed and Standard] +2 Enhancement Bonus to any one Ability Score (Dexterity). (Grants additional Effects.)
* [5 200gp] Apron of the Careful Chemist -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [6 000/8 000] Deep Red Sphere Ioun Stone -> [Flawed] +2 Enhancement to Dexterity; [Standard] +2 Enhancement Bonus to Dexterity.
* [8 000gp] Snakeskin Tunic -> +2 Enhancement Bonus to Dexterity. (Grants additional Effects.)
* [9 400gp] Monkey Belt -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [10 000gp] Belt of the Weasel -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [10 000/40 000/90 000gp] Belt of Physical Might -> +2/4/6 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [11 200gp] Plague Rat Belt -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [16 000/64 000/144 000gp] Belt of Physical Perfection -> +2/4/6 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [18 000gp] Monkey Belt (Greater) -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [20 000gp] Serpent Belt (Greater) -> +2 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
* [27 500/55 000/82 500/110 000/137 500gp] Manual of Quickness of Action -> +1/2/3/4/5 Inherent Bonus to Dexterity.
* [110 000gp] Shadowform Belt -> +6 Enhancement Bonus to Dexterity, which becomes Permanent after 24 hours for as long as it is worn. (Grants additional Effects.)
If Natural 1s are the issue, (causing this D.C.15 check in the first place), then perhaps it would be better to avoid Natural 1s at all ...
Other:
* [1 680gp] Lesser Talisman (Good Fortune) -> single-use item, where the first time that the wearer rolls a Natural 1 on a d20 roll, (e.g., a Skill check), they can immediately re-roll and take the second result instead.
* Cat Burglar's Boots -> 1/day re-roll a failed Acrobatics or Stealth check, taking the second roll. (Grants additional Effects.)
* [3 000gp] Fortunate Charm -> 1/day re-roll a Skill check after the outcome is known, keeping the re-roll result.
* [5 000gp] Wayfinder of Hidden Strength -> insert a Sphere shaped Ioun Stone to 1/day roll a 2d4 after failing a Skill check and add the result to the check retroactively; if the Bonus is high enough to turn the Failure into a Success, the check is successful. If the Sphere's Price is 10 000-30 000gp you instead roll a 3d4; if the Price is more than 30 000gp then it grants a 4d4 roll.
* [5 600gp] Cyclops Helm -> 1/day choose the result of a die roll.
* [6 500gp] Foresight Quill -> select Skill check to 1/day re-roll the next Skill check that day and take the most favourable result; the next Attack roll or Saving Throw is also re-rolled but you take the least favourable result.
* [16 800gp] Greater Talisman (Good Fortune) -> 1/day, where when the wearer rolls a Natural 1 on a d20 roll, (e.g., a Skill check), they can immediately re-roll and take the second result instead.
* [22 060/62 360/102 660/142 960gp] Luck Blade (0/1/2/3 Wishes) -> a +2 Short Sword that grants a 1/day re-roll a roll before the result is known. (Grants additional Effects.)
* Cat Burglar's Boots -> 1/day re-roll a failed Acrobatics or Stealth check, taking the second roll. (Grants additional Effects.)
* [3 000gp] Fortunate Charm -> 1/day re-roll a Skill check after the outcome is known, keeping the re-roll result.
* [5 000gp] Wayfinder of Hidden Strength -> insert a Sphere shaped Ioun Stone to 1/day roll a 2d4 after failing a Skill check and add the result to the check retroactively; if the Bonus is high enough to turn the Failure into a Success, the check is successful. If the Sphere's Price is 10 000-30 000gp you instead roll a 3d4; if the Price is more than 30 000gp then it grants a 4d4 roll.
* [5 600gp] Cyclops Helm -> 1/day choose the result of a die roll.
* [6 500gp] Foresight Quill -> select Skill check to 1/day re-roll the next Skill check that day and take the most favourable result; the next Attack roll or Saving Throw is also re-rolled but you take the least favourable result.
* [16 800gp] Greater Talisman (Good Fortune) -> 1/day, where when the wearer rolls a Natural 1 on a d20 roll, (e.g., a Skill check), they can immediately re-roll and take the second result instead.
* [22 060/62 360/102 660/142 960gp] Luck Blade (0/1/2/3 Wishes) -> a +2 Short Sword that grants a 1/day re-roll a roll before the result is known. (Grants additional Effects.)