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.
One magical sword sheathed on this belt gains a +2 bonus to recharge rolls for its own powers.
When you rally, make a basic attack
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.
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 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.
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.