He leaves a lists of items for trade:
WEAPONS:
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SMALL
Dagger +4 wisdom (traded)
Dagger +4 deflect, +4 reflex, immune finger of death
Dagger +1d4 negative damage, Sleep DC14 5% 4 rounds
Handaxe +3 AB, +1d4 pierce, +4 strength (traded)
Kukri of eclipse, epic, +4 enchant, +2 negative damage, Darkness immunity, Darkvision feat (traded)
Kukri +3 EB, +2 Vamp, +1 pierce (traded)
Kukri +32 SR, Stun 14DC 33% 2 rounds
Kama SR30, +1 Vamp
Mace (Alchemical Silver) +4 EB
Shortsword (Alchemical Silver) +4 EB, massive crit 8 (traded)
Shortsword +4EB, +1 vamp
Shortsword (Alchemical silver) +4 EB, +1d4 fire, SR 28 (traded)
MEDIUM
LARGE
Falcion +1 enchant +3 Vamp (traded)
Quarterstaff +4 intelligence
Quarterstaff +4 wisdom
Quarterstaff +4 Deflect AC, +2 fort
Quarterstaff +32 SR, +2 save against acid
Quarterstaff +32 SR, Cleric spell lvl5 slot
Quarterstaff (alchemical silver) +1d4 acid, +1d4 slashing, +6hp
Quarterstaff (alchemical silver) Druid lvl7 spell, massive crit 3
Quarterstaff +30 SR, +4 reflex (traded)
Halberd, Magic Damage 1, Keen, +3 vamp (traded)
Warmace +4 enchant, +1d4 pierce, +1 vamp (traded)
Warmace +4 enchant, Bard spell lvl5 slot
Greataxe (Alchemical Silver), +3 Vamp (traded)
Great Axe +4 enchant, +1d4 cold damage
Great Axe +4 enchant, +1d4 fire damage, +4 deflect against evil
Spear +4 enchant, 32SR, 60% weight reduction
Spear +3 Vamp, immune to mass blindness/deafness
Spear +4 enchant, 1d6 fire vfx, dragon breath 1x/day
RANGED
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Dagger +4 deflect, +4 reflex, immune finger of death
Dagger +1d4 negative damage, Sleep DC14 5% 4 rounds
Kukri +32 SR, Stun 14DC 33% 2 rounds
Kama SR30, +1 Vamp
Mace (Alchemical Silver) +4 EB
Shortsword +4EB, +1 vamp
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Bastard sword (Alchemical Silver), +4 EB
Bastard sword (adamantine) +1 EB
Bastard sword +3 Vamp, +3 int, +1 wis (traded)
Battle axe +4EB, +2 bludgeon, +3 strength
Battle axe +4 EB, 1d6 fire vfx, Flame arrow 2x/day
Club +2 EB, +3 vamp
Club (Alchemical Silver) +2 fire dam, +2 sonic dam
Club, +4 EB, Magic damage 1, Neg dam 1d4, +15 HP
Club +3 EB, +3 vamp, On hit Hold 14 DC 5%/ 2 rounds
Dwarven Waraxe (Alchemical Silver), +3 Vamp, Paladin Lvl3 Spell Slot, +1 strength (traded)
Dwarven Waraxe (Adamantine), Cleric Lvl5 spell slot
Dwarven Waraxe (Cold Iron), +4 EB
Dwarven Waraxe, Massive crit 1d10, Hold DC14 33% 2 rounds
Dwarven Waraxe +3 Vamp, +1 EB
Heavy flail (cold iron) +4 EB
Katana (Cold Iron), +4 EB
Katana (Alchemical Silver) +1 EB, +2 Lore arcane, +2 Vamp
Katana (Adamantine) +1 EB
Morningstar +4 EB (alchemical silver)
Morningstar +4 strength (traded)
Magic staff, Wizard lvl6 spell slot, 26 SR
Magic staff, +4 deflect, 28 SR
Magic staff, +3 deflect, 32 SR
Rapier +4EB, +2 cold damage (traded)
Rapier +4 enchant, 1d4 acid (traded)
Rapier +4 EB, +1 vamp
Rapier (cold iron) +4 EB
Scimitar +30 SR, +1 enchant
Sickle +4 EB, +1d4 pierce, +3 open lock, +3 disable device, Bonus feat: Improved disarm
Sickle (adamantine) +1 will save +1 attack bonus
Shortspear (Alchemical Silver), +3 deflect, +30 SR, 1d4 blungeon dam
Shortspear +4 enchant, 1d4 acid, 1d8 massive crit, +1 wis
Shortspear +2 vamp (cold iron)
Shortspear +4 EB, +1d4 electric damage
Whip +2 Vamp
Whip +1d4 acid, +3 strength, On hit DC=14 1d2 strength damage
Warhammer (alchemical silver) +4 enchant, +3 will save (traded)
Bastard sword (adamantine) +1 EB
Battle axe +4EB, +2 bludgeon, +3 strength
Battle axe +4 EB, 1d6 fire vfx, Flame arrow 2x/day
Club +2 EB, +3 vamp
Club (Alchemical Silver) +2 fire dam, +2 sonic dam
Club, +4 EB, Magic damage 1, Neg dam 1d4, +15 HP
Club +3 EB, +3 vamp, On hit Hold 14 DC 5%/ 2 rounds
Dwarven Waraxe (Adamantine), Cleric Lvl5 spell slot
Dwarven Waraxe (Cold Iron), +4 EB
Dwarven Waraxe, Massive crit 1d10, Hold DC14 33% 2 rounds
Dwarven Waraxe +3 Vamp, +1 EB
Heavy flail (cold iron) +4 EB
Katana (Cold Iron), +4 EB
Katana (Alchemical Silver) +1 EB, +2 Lore arcane, +2 Vamp
Katana (Adamantine) +1 EB
Morningstar +4 EB (alchemical silver)
Magic staff, Wizard lvl6 spell slot, 26 SR
Magic staff, +4 deflect, 28 SR
Magic staff, +3 deflect, 32 SR
Rapier +4 EB, +1 vamp
Rapier (cold iron) +4 EB
Scimitar +30 SR, +1 enchant
Sickle +4 EB, +1d4 pierce, +3 open lock, +3 disable device, Bonus feat: Improved disarm
Sickle (adamantine) +1 will save +1 attack bonus
Shortspear (Alchemical Silver), +3 deflect, +30 SR, 1d4 blungeon dam
Shortspear +4 enchant, 1d4 acid, 1d8 massive crit, +1 wis
Shortspear +2 vamp (cold iron)
Shortspear +4 EB, +1d4 electric damage
Whip +2 Vamp
Whip +1d4 acid, +3 strength, On hit DC=14 1d2 strength damage
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Quarterstaff +4 intelligence
Quarterstaff +4 wisdom
Quarterstaff +4 Deflect AC, +2 fort
Quarterstaff +32 SR, +2 save against acid
Quarterstaff +32 SR, Cleric spell lvl5 slot
Quarterstaff (alchemical silver) +1d4 acid, +1d4 slashing, +6hp
Quarterstaff (alchemical silver) Druid lvl7 spell, massive crit 3
Warmace +4 enchant, Bard spell lvl5 slot
Great Axe +4 enchant, +1d4 cold damage
Great Axe +4 enchant, +1d4 fire damage, +4 deflect against evil
Spear +4 enchant, 32SR, 60% weight reduction
Spear +3 Vamp, immune to mass blindness/deafness
Spear +4 enchant, 1d6 fire vfx, dragon breath 1x/day
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Longbow +4 EB, +7 mighty
Longbow +2 EB, +2 mighty, unlimited 1d6 lightning arrow
Shortbow +4 EB, +3 mighty, unlimited arrow
Sling +4 EB, +4 fort, extra ranged damage: slashing
Sling +4 EB, +5 deflect against giant, +1 unlimited bullet
Longbow +2 EB, +2 mighty, unlimited 1d6 lightning arrow
Shortbow +4 EB, +3 mighty, unlimited arrow
Sling +4 EB, +4 fort, extra ranged damage: slashing
Sling +4 EB, +5 deflect against giant, +1 unlimited bullet
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LIGHT
MEDIUM
HEAVY
Full Plate 8AC/1DEX +4AC, +3 spot, +1 con (traded)
Entropium Full Plate 8/3, +1AC, +2 reflex (traded)
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Clothes +3 AC +3 dex +3 int
Clothes +2 strength, SR 30 (Usable by: Lawful, Neutral)
Clothes +2 cons, +1 int, +3 wis
Clothes +4 AC +2 wisdom
Clothes +2 AC, Bonus feats: Arcane Defense (necromancy)& Spell penetration (usable: Pale master)
Clothes +2 cha, +3 dex (traded)
Clothes +9HP, +32 SR
Clothes +4 wisdom, +4 MS, Sorc spell lvl3, +1 Universal save (traded)
Leaveweave armor 1/9 +4 AC, +5 HP
Mithral Chain Shirt 4/6 +3 AC
Padded armor 1/8, 0ASF, +4 AC
Clothes +2 strength, SR 30 (Usable by: Lawful, Neutral)
Clothes +2 cons, +1 int, +3 wis
Clothes +4 AC +2 wisdom
Clothes +2 AC, Bonus feats: Arcane Defense (necromancy)& Spell penetration (usable: Pale master)
Clothes +9HP, +32 SR
Leaveweave armor 1/9 +4 AC, +5 HP
Mithral Chain Shirt 4/6 +3 AC
Padded armor 1/8, 0ASF, +4 AC
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Mithral Full Plate 8/3 +2 AC
Chain shirt 4/4 +2 EB, +4 dex
Chain shirt 4/4 +2 EB, +4 dex
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BOOTS
BELTS
CLOAKS
HELM
GLOVES/BRACERS
SHIELDS
JEWELRIES
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Boots +4 AC, +2 fort
Boots +4 AC, +4 lore planes
Boots +3AC, +3 int
Boots +4AC immunity to lesser dispell
Boots +4 AC, +4 reflex (traded)
Boots +4 AC, +3 will save (traded)
Boots +4 AC, +3 charisma, +1 parry (usable by Lawful) (traded)
Boots +4 AC, +4 lore planes
Boots +3AC, +3 int
Boots +4AC immunity to lesser dispell
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Belt (Monk's) Improved Crit (unarmed strike), Weapon specialization (unarmed strike), 1x haste (10) per day
Belt of Raumathar, spell focus evocation feat, spell penetration feat, sorcerer/wizard level 3&4 spell slot (traded)
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Cloak +4 deflect, +2 dex
Cloak +4 deflect, +2 universal saves
Cloak +3 deflect, +3 universal save
Cloak +4 deflect, Dodge feat
Cloak +4 int, +2 cha
Cloak +4 deflect, +2 universal saves
Cloak +3 deflect, +3 universal save
Cloak +4 deflect, Dodge feat
Cloak +4 int, +2 cha
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Helmet +2 Cha +2 Dex +3 UMD
Helmet lvl 7 wizard spell slot
Helmet +4 deflect, +4 fort
Helmet +4AC, +2 cons, +2 against fear
Helmet Druid spell slot lvl 4, +3 cha, +2 con
Helmet +4 deflect, +3 heal, +1 strength
Helmet +3 cha, +3 int
Helmet +4 deflect, +2 cha
Helmet lvl 7 wizard spell slot
Helmet +4 deflect, +4 fort
Helmet +4AC, +2 cons, +2 against fear
Helmet Druid spell slot lvl 4, +3 cha, +2 con
Helmet +4 deflect, +3 heal, +1 strength
Helmet +3 cha, +3 int
Helmet +4 deflect, +2 cha
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Gloves +4 enchant, Disease DC14 slimy doom on hit
Gloves +3 vampiric
Gloves +1d4 fire, +1d4 piercing
Gloves +4 enchant, confusion DC14 33% 2 rounds
Gloves +1d4 pierce +1d4 sonic +10% sonic immune +3 sense motive
Gloves +1d4 fire, Silence DC14 50% 1 round
Gloves +2 electric dam, +2 magic dam, +1 dex
Gloves +4 EB, +1d4 cold damage, +2 deflect, +1 con
Bracers +4 armor, +20 HP
Bracers +4AC +3 bluff
Gloves +3 vampiric
Gloves +1d4 fire, +1d4 piercing
Gloves +4 enchant, confusion DC14 33% 2 rounds
Gloves +1d4 pierce +1d4 sonic +10% sonic immune +3 sense motive
Gloves +1d4 fire, Silence DC14 50% 1 round
Gloves +2 electric dam, +2 magic dam, +1 dex
Gloves +4 EB, +1d4 cold damage, +2 deflect, +1 con
Bracers +4 armor, +20 HP
Bracers +4AC +3 bluff
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Tower Shield +4 enchant, +2 fire damage
Tower Shield +4 enchant, Lvl6 cleric spell slot
Tower Shield +1d4 electric damage, +1d4 magic damage, sonic immune 10%
Tower Shield +1d4 negative energy, +3 intelligence, +3 will save
Large Shield +4 enchant, +1d4 sonic damage +3 HP (traded)
Large Shield +3 cons +2 universal save
Small Shield +3 AC, 0 ASF
Small Shield 0 ASF, 18 SR
Small Shield +3 AC, +4 charisma (traded)
Small Shield 0ASF +4 AC (traded)
Small Shield 0 ASF, 32 SR, Wizard Lvl3 spell slot (traded)
Tower Shield +4 enchant, Lvl6 cleric spell slot
Tower Shield +1d4 electric damage, +1d4 magic damage, sonic immune 10%
Tower Shield +1d4 negative energy, +3 intelligence, +3 will save
Large Shield +3 cons +2 universal save
Small Shield +3 AC, 0 ASF
Small Shield 0 ASF, 18 SR
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Ring +4 deflect, +2nd lvl FS (1) spell slot
Ring +4 deflect, +3 wisdom (traded)
Ring +4 spot (traded)
Ring +4 deflect, +16 HP, +4 disable device (traded)
Amulet +4 spot, +18 hp (traded)
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*kama of vampiric properties (+3) (got from trade)
*adamantine warhammer (got from trade)
*adamantine light hammer (got from trade)
*+2 vampiric dagger with +3 enchantment bonus (or better)
*Adamantine scimitar/longsword
*Epic dagger/mace/shortsword with hide/ms
*Amulets, Rings, Gloves, Belts with fourth tier enhancement to ability attributes, aside from the ones being sold at the local merchants.
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*+2 vampiric dagger with +3 enchantment bonus (or better)
*Adamantine scimitar/longsword
*Epic dagger/mace/shortsword with hide/ms
*Amulets, Rings, Gloves, Belts with fourth tier enhancement to ability attributes, aside from the ones being sold at the local merchants.