Sorry for double posting, but I'd like to request access to some stuff from the Magic Item Compendium...
-Acrobat Boots (MIC 67) (900 gp, +2 tumble, spend charges/day for 1-round speed bonus)
-Belt of Ultimate Athleticism (MIC 75) (3,600 gp, take 10 on most athletic checks, take 20 1/day)
-Gloves of Fortunate Striking (MIC 105) (2,000 gp, reroll attack 1/day)
-Ring of the Darkhidden (MIC 122)(2,000 gp, immunity vs. darkvision)
-if the Ring of Piercing Spells (MIC 126) worked with all sneak attack prerequisites, I might get one... gives +2d6 damage to touch spells when flanking, 3/day, costs 2kgp
I also want to homebrew a weapon. Or a wondrous item. Or somesuch. I'll present it as a wondrous item here.
Battlecaster's Glove
Price: 800 gp (includes masterwork price)
Body Slot: Hands
Caster Level: Default 5, but Highly Variable
Aura: Faint by default, variable
Activation: -
Weight: negligible
Faint blue lines trace along this black leather glove, from the fingertips to the wrist. When you wear it, you feel as though it pulses in time with your heartbeat.
A standard Battlecaster's Glove is essentially a costly piece of cloth. However, it can be enchanted with any effect that can normally be conferred on weapons, and can confer these enchantments on any melee touch attack, ranged touch attack, or unarmed strike its wearer makes.
Special: A Battlecaster's Glove does not confer any bonus to touch attacks from being masterwork, but does confer its magical enhancement bonus (i.e. a +1 Battlecaster's Glove grants +1 to its user's attack rolls with touch attacks, and causes them to do +1 damage).
Special: While the gloves can take on enchantments that specify either Melee or Ranged weapons, more specific effects cannot be applied. For instance, a Battlecaster's Glove cannot be given the Vorpal or Returning enchantments.
Special: The glove only affects spells that are cast when it is worn, and does not affect spells' durations. Thus, while enchantments like Dancing and Speed can be applied to a Battlecaster's Glove, they may be of limited use.
Prerequisites: Craft Wondrous Item, Magic Weapon
Cost to Create: 400 gp, 32 XP, 1 day.
From a balancing perspective, it's going to be powerful, but limited to a handful (pun unintended) of attacks every day; touch attacks are usually fairly devastating, and ignore most armor, but only come one at a time, and are then used up for the day. On the other hand, the glove can't be used with weapon attacks, and requires me to pay the same money that melee fighters pay (plus a small bit for using a costlier weapon), but I apply it only to a few attacks every day (unless I start fighting barehanded, doing 1d4 nonlethal damage) whereas fighters get to use their magical gear for every attack they make.
As for pricing, similar arguments. It's a unique and powerful weapon, and since its magical in nature it's likely to be a good bit costlier than a sword, but most of its actual price is going to come from the enchantments that get put on top of the base price. You could argue that one would also need Craft Magical Arms and Armour to make one, though.