Alright, Draconium! First, I would like to thank you for making it so easy to decide a theme for your items. Of course, there is the slight problem that game is called Dungeons and Dragons, so there are already a ridiculous amount of draconic items out there. Hopefully I won't make many that have too much overlap, but some is sadly inevitable. However, I think we do better than making a single item: how about we shoot for a set!

Spoiler: Draconium Apparel
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Spoiler: Lens of the Discerning Dragon
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These transparent lenses make the wearer's eyes look reptilian to any observer.

You gain a +4 bonus to spot, search, listen, and appraise. You can use Detect Magic at will. If you study an object that you are touching with these lens for 1 minute, you can Identify it as the spell. If you study the object for 10 minutes, you can affect it as if by Object Reading as the power.

Moderate Divination; CL 13th; Craft Wondrous Item, Detect Magic, Identify; Price 10,000 gp


Spoiler: Amulet of the Red Soul
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The pendant features an iron dragon's maw with a large ruby set inside of it. The ruby seems to be smolders with an inner flame.

Once every 1d4 rounds, as a standard action you can breath a 60 foot cone of flames that deals 6d10 fire damage to all in its path (Reflex DC 19 halves). Once per day you can maximize the damage dealt by this breath. After doing so, you are unable to use the amulet's breath weapon at all for 24 hours.

Moderate Evocation; CL 15th; Craft Wondrous Item, flame blade, flame strike, or fireball; Price 36,000 gp


Spoiler: Cloak of the Soaring Drake
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This billowing red cloak has an odd split half-way down the center, and ends in several sharp points that resemble bony protrusions.

When you speak a command word, the cloak transforms into batlike wings and grants you a fly speed equal to you move speed with average maneuverability. If you become unconscious or helpless while in midair and the wings are active, they unfurl and stiffen, causing you to descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall. In addition, while active you may furiously flap your wings to create a Gust of Wind spell (Fortitude DC 18 negates).

Moderate Transmutation; CL 13th; Craft Wondrous Item, Fly, Gust of Wind; 54,000 gp


Spoiler: Scaled Vestment
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This vest seems to be made of scintillating scales that are both flexible and incredibly tough.

While wearing this vest, you gain Fire Resistance 10, DR 5/magic and a +3 bonus to natural armor.
This bonus to natural armor also applies against touch attacks.

Strong Abjuration; CL 15th; Craft Wondrous Item, Resist Energy, Mage Armor; Price 42,000 gp


Spoiler: Talons of the Great Wyrm
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These red scaled gauntlets end in a vicious set of claws. Touching them is like touching a hot stove, but when wearing them they feel cool and comfortable.

You gain 2 claw attacks that deal 1d4 damage each. These claws are treated as +1 flaming burst weapons and are considered silver, cold iron, and adamantine for the purpose of overcoming damage reduction and hardness.

Strong Evocation and Transmutation; Craft Wondrous Item, flame blade, flame strike, or fireball; CL 13th; 22,000 gp


Spoiler: Set Bonuses
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  • 2 Items: You become immune to magic sleep effects and paralysis.
  • 3 Items: You gain darkvision 60 feet, lowlight vision, and blindsight 20 feet.
  • 4 Items: You gain Frightful Presence out to 30 feet against creatures with fewer HD than you have (Will DC 15+your charisma modifier negates)
  • 5 Items: The breath weapon damage and save DC of the Amulet of the Red Soul increases by 1d10 and +1 respectively per 2 HD of the wearer. In addition, the fire resistance from the Scaled Vestment increased to 30.