I can't code for crap but here are some suggestions...
Perfumes and / or grooming kits... One box / bottle = 5 or 10 charges.. gives +2 Charisma for 3 hours (or if you want less cheeze) +2 to all intereaction skills. Just the thing for the next ball or the next feast that Stradh holds.
ability score bonuses are out, though it could cast
eagle's splendor on use
Ring of Warmth. Resist cold /10...
Kind of high cold resist, and there are
plenty of cold resist items out there as it is
Necklace of sustience... 1 charge = 1 food consumed. Emergency food always on hand...
food is pretty cheap and easy to find at the moment. If we institute a system where differernt foods have different effects this could be done.
Fell Boots. +1 Intimidate.
Pendant of persausion. 1 charge = +2 to persaude / bluff / Appraise
easy enough to do
(Weapon) of the Moon. 1 charge = +2 vs shapeshifters for 1 hour. Final charge used = destroyed item.
would require special scripting
Mask/Hat of Disguise - POWERFUL!!!! - once bought, player inputs a new name... when whereing the hat/mask the player shows under THAT name. The name is hard wired and locked into the item once aquired... can 'blank' it out by spending 5000 gold (not sure of the mechanics).
not possible. NWN won't allow players to change their name in-game. The only way this can be done is via LETO, which our admin said he won't use.
Gloves of Missile snaring - deflect/reflect arrows as per 6th level monk.
not possible to put this on an item
Pendant of the Paladin - good characters only. Can use to give resist fear and/or Smite...as per 3rd level Paladin. Greater Pendant of the Paladin is as per 6th level paladin.
can't put paladin abilities on an item either
Broach of shielding - 1 charge = shield spell.
already in the game
Amulet of Tongues - Pure RP... PC can speak/understand ANY language. The character can RP this one but this can be invaluable.
No point and could be abused. If we do end up implementing a language system this could be looked into though.
Oil of Sharpening!!!! (Or Oil of impact)!!!! - 1 charge / use makes the weapon +1,+2 etc etc (depends on the oil) We fighters Bloodly we need this. It can be expensive but it should be out there.
Hmm...I'll see what can be done
Also - how about some narcotics? Herbs? Heck, if it can be coded - make a saving throw like being diseased (but cannot be cured), player takes damage (or cannot recover HPs from rest) if addicted until they take it again... addiction takes 2 weeks in game play for it to be out of system... If they use it again, addiction is automatic and takes 4 weeks game time to resolve.
We can have herbs/drugs that provoke rage, give Owls Wisdom or Foxes cunning etc... but these things carry the risk and price of addiction. Now THATS a dark side that can be added to the game.
I'm not so sure I want this stuff floating about, unless it's supervised by a DM.