Just a few generic ideas for anyone, and some random specific ideas:Rings tend to be expensive, but there are a few cheap ones. You can get +1 AC for 2,000 gp with a Ring of Protection. You can make it so you don't need to eat or drink for 2,500 with
Potions could be useful. They're one-use items, but they can be handy. You can get level 1 spells for 50 gp, level 2 for 300, and level 3 for 750. Useful 1st level spells might include Shield (+4 AC) or Expeditious Retreat (double speed). 2nd level spells could be Invisibility, Cat's Grace (+4 Dex), or Eagle's Splendor (+4 Cha). The 3rd level one that jumps out to me is Fly.
A Wand of Cure Light Wounds is 750 gp, and lets you cast CLW 50 times for 1d8+1 HP each time. It's nice for after combat.
- Magic weapons are 2,000 gp for a +1, 8,000 for a +2, and 18,000 for a +3. There is a list of abilities you can add to a weapon in place of a "plus" (the weapon needs to be a minimum of +1). So, you could have a +1 Flaming Longsword that would cost as much as a +2, but deal +1d6 fire damage every attack.
- Magic armors are 1,000 gp for a +1, 4,000 for a +2, and 9,000 for a +3. Similarly, there's a list of armor enhancements.
- There are a crap ton of generic items. A few that stand out:
- Stat boosters (for Str, Dex, Con, Int, Wis, or Cha). +2 for 4,000 gp, +4 for 16,000.
- You can upgrade your vest to a +2 for 3,500 gp (4,000 gp cost minus half the cost of your existing vest if you sell it back).
- Handy Haversack for 2,000 gp. It's a backpack that's sort of like Mary Poppins' bag. You can store several cubic feet in it.
- Similarly, there are various sized Bags of Holding that hold more than the haversack.
- Healing Belt (not on that list) for 750gp. It gives you three charges a day for healing. 2d8 HP for 1 charge, 3d8 for 2, and 4d8 for 3.
- Amulet of Translocation (also not on that list) for 1,800 gp. Twice per day you can teleport 10 feet as a swift action. It's great for getting out of grapples or nasty ongoing spell effects.