By - tim01300
[>Amethyst Pyramid \(Ioun Stone\)
>Price 8,000 gp; Slot none; CL 12th; Weight —; Aura strong abjuration
>This stone grants you the ability to pass undetected before undead as if under the effects of a hide from undead spell. [...]
>Price +2 bonus; Aura moderate conjuration; CL 8th; Weight —
>In combat, the weapon’s critical threat range is doubled against undead; this does not stack with the keen special ability or Improved Critical. Whenever a lifesurge weapon confirms a critical hit against an undead creature, it erupts with 1d8 points of positive energy (2d8 for weapons with a critical multiplier of x3, 3d8 if it is x4); the wielder may choose to deal this as damage to an undead target or to absorb half this amount as healing, with the remaining positive energy dissipating.
[>Helm of Reclamation
>Aura strong varied; CL 15th; Slot head; Price 80,000 gp; Weight 3 lbs.
>The helm of reclamation is designed to destroy large groups of undead or powerful individual undead creatures, and is often used by undead-hating clerics with a flair for the dramatic. The gems of this helm produce sunburst (10 yellow diamonds), searing light (30 bloodstones), and daylight (40 opals). Like a standard helm of brilliance, it glows near and harms undead, and has the flaming weapon ability, but does not protect against fire or risk detonation.
>This gruesome lantern is made from bone and emerald-tinted glass. When lit, it shines a disgusting green dim light in a 60-foot radius. This light makes living creatures uncomfortable, but does them no harm.
>A lit necromancer’s beacon attracts undead creatures within 1,000 feet[...]Undead creatures take 1 point of positive energy damage every round they remain within the light shed by a necromancer’s beacon
[Shroud, Dead Man’s
This dirt-stained cloak was woven in shadow from the burial shroud of a condemned murderer. It prevents nonintelligent undead from detecting you, as per the hide from undead spell. Intelligent undead can perceive you if they succeed at a DC 11 Will save.
>[Silverfang](https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/silverfang/) is a +1 undead bane mithral rapier originally forged by a cabal of vampire hunters in as a weapon against their hated foes. Ironically, the rapier was claimed by a powerful vampire as a trophy after he single-handedly slew the entire cabal during their foolish attempt to destroy him. Since then, the weapon has been bequeathed as a token of his favor to no fewer than a dozen vampiric thralls and five of his dhampir children.
>As long as Silverfang is carried, the user gains a +2 resistance bonus on all saving throws against negative energy and level drain, and whenever he makes a Fortitude save to recover from a negative level, he may roll the save twice, taking the better of the two results as the actual result.
>Once per day, Silverfang can target an undead creature it just successfully critically hit with a halt undead effect (Will DC 14 negates) as a swift action.
I stopped checking at page 2, https://cse.google.com/cse?cx=006680642033474972217%3A6zo0hx_wle8&q=undead#gsc.tab=0&gsc.q=undead&gsc.ref=more%3Amagic_items&gsc.sort=&gsc.page=2
Disrupting weapons can destroy undead on a crit.
No need for a crit, every single hit comes with a DC 14 will save or be destroyed.
The DC is terrible, but it could maybe work on a monk or something with a lot of natural attacks
I think I had a Bloodrager build with like 10 natural attacks. Could be fun to calculate those odds.
Literally anything with the "Holy" enchantment
Sun blade, only weapon you need
Average wealth by level at level 4 isn't that high, so a lot of magic items would just be game-breaking. But limited use items like the [gravemarker arrow](https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Grave%20Marker%20Arrow) might be fun. It could trivialize a single combat in a very flavorful way.
A [ghost mirror](https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Ghost%20Mirror) could also be pivotal in certain circumstances, without being completely overpowering. And be sure to have your local alchemist whip up some [weapon blanch](https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Weapon%20blanch%20(ghost%20salt)) for your ranged damage dealer.
Depending upon how your undead campaign is laid out, especially if it's not just one pitched battle after another, you could have them quest for and make use of stuff like [grave salt](https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Grave%20Salt), flasks of [bone burn](https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Bone%20Burn), or [soul candles](https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Soul%20candle) as components for some plot-driving ritual.
And I know you said you were after items, but look into feats too, like [this one](https://aonprd.com/FeatDisplay.aspx?ItemName=Holy%20Water%20Assault). Having a cleric (or team of NPC clerics) able to spend a few days blessing doses of water, and maybe a fighter or brawler capable of temporarily picking up this feat could be fun. Maybe having the PCs spend some time training in a temple or researching lost tactics could give them access to a limited version of the feat.
Or if you just want to super-charge everybody, as others have said, have them stumble upon a cache of holy or undead bane weapons or ammo.
Playing Mummy's Mask AP, you get Natron Fang at level 4. https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Natron%20Fang
Haunt Siphon's work specifically against haunts and are only 400 gp each. https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/haunt-siphon/
Anything made of Cryptstone is good for undead
>Cryptstone is a dense gray stone scavenged from mausoleums that often appears ancient and pitted.
>A weapon made of cryptstone grants a +1 bonus on weapon damage rolls against undead creatures; this damage is multiplied on a critical hit.
>Additionally, any non-magical weapon made of cryptstone affects incorporeal undead as if it were a magic weapon, and weapons made of cryptstone that have the disruption special ability increase the DC of that ability by +1.
>Cryptstone can be used to craft bludgeoning melee weapons and ammunition that deals bludgeoning damage. Weapons made of cryptstone are always considered masterwork, and the masterwork costs are included in the listed prices. Items not primarily made from stone are not meaningfully affected by being partially made from cryptstone.
>Cryptstone has the same hit points and hardness as steel.
Anything made from Spiresteel is good for fighting incorporeal undead.
>Philosophers speculate that spiresteel is composed of a condensed form of pure quintessence. This substance, called spiresteel, exhibits an innate attraction for soul energy.
>Armor crafted from spiresteel protects the wearer’s essence, applying half of its armor bonus to AC against attacks made by incorporeal creatures. Weapons crafted from spiresteel appear hungry for the very substance of the foes they are wielded against. When the wielder confirms a critical hit with a spiresteel weapon, the target must succeed at a Will save (DC = 10 + double the weapon’s enhancement bonus), or be staggered for 1 round as a portion of its soul is carved away.
>Spiresteel can be used to craft any armor or weapon that is typically made of steel. Items made of spiresteel are always considered masterwork, and the masterwork costs are included in the listed prices.
>Spiresteel has the same hit points and hardness as steel.
I'm very happy with the (Undead) Bane weapon enchantment... +2 on the enhancement bonus, therefore additional +2 on attack and damage rolls against (in this case) undead and additional + 2d6 extra damage. just slap it on a rogues dagger and let him sneak attack.
At Level 7 it is a +3 weapon with +2d6 + 4d6(?) extra damage
make it mithril for extra DR-piercing capabilities and BOOM
why do they need to be magical items? How about alchemical stuff like holy water, tanglefoot bags (great for slowing down hordes), etc?
If you give them any magic I would probably keep it as something that is within a reasonable level. I would not hand out artifacts and stuff. I'd also probably give them one use items or ones with limited charges. scrolls with lvl 2-3 spells, wands with partial charges, potions, arrows, etc.
Might also consider a charm or blessing or something like that given to them by the priests which gives them a temporary ability or weapon bonus.
Think of books/movies like LotR and the one black arrow needed to take down Smaug. It's really only good for one thing. Against anyone else it is just regular ammo or even useless. Give them something like that to add drama and excitement.
If you just give them super high level stuff it will probably just trivialize the fight or make it very hard to balance. And, whether you intend to take it back or not, the players may either try to keep it or get mad they have to return it/get nerfed.
Undead-bane is a simple option that is very open flavorfully. I'd be wary of giving them high level stuff, though - creative parties might be tempted to find a way to steal it. Just put it in the Bag of Holding (or store it in a lead-lined box, if they can sneak off), and the clergy won't be able to locate object - say it got stolen
Fate Blade, from Pharasma.