Only those who have both the Dragoncrafting feat and the proper materials from a newly slain dragon may craft the following items.
Made with dragon’s gall, which is harvested from a recently deceased dragon’s liver, dragonfire is a volatile alchemical reagent. Though inherently inert, the substance ignites when it comes into contact with fast-moving air, which makes it ideal for application to blades or arrows. When applied to a weapon or piece of ammunition as a standard action, the weapon deals an extra 2d6 points of fire damage on the next successful hit.
The Dragoncrafting feat and a successful DC 20 Craft (alchemy) check are required to convert 1 vial of dragon’s gall into 1 application of dragonfire.
|Draconic Perfume ||75 gp ||1/2 lb. |
This exclusive perfume is produced using dragon musk, which is integral to draconic mating rituals. Dragon musk is secreted in dragons‘ oil glands, and harvesting it is a very delicate procedure. Though only mildly fragrant, dragon musk can elicit a variety of effects when added to perfume. The effect depends largely on the other ingredients in the perfume, but a single application of draconic perfume lasts only 1 hour, regardless of its specific properties. Some of the more common additives are listed below.
Rosewood and myrrh: This concoction is an aphrodisiac, and any creature wearing this perfume gains a +2 circumstance bonus on Diplomacy checks and increases the DCs of any charm subschool spells cast during this time by 2.
Sage, bergamot, and cedar ash: This pungent aroma has an imposing effect. Any creature wearing this perfume gains a +2 circumstance bonus on Intimidate checks and does not take any penalties for attempting to Intimidate a larger opponent.
Sulfur and honeycomb: This aroma is sometimes called “Hell’s Smell.” Any creature wearing this scent gains a +2 circumstance bonus on Bluff checks and increases the DC of any compulsion subschool spells cast during this time by 2.
Each vial of draconic perfume contains 1 application of the scent. Producing draconic perfume requires 1 vial of musk, the Dragoncrafting feat, and a successful DC 20 Craft (alchemy) check.
|Dragon’s Blood ||60 gp ||1 lb. |
Renowned for its energizing and defensive properties, dragon’s blood has a variety of effects, depending on how it’s used. In addition to use in its raw form, it’s also valuable as an alchemical ingredient. Below are two common uses for dragon’s blood, but clever dragoncrafters may invent new uses as well.
Drinking: When imbibed, a vial of dragon’s blood heals 1d4 points of damage. It also grants a +1 alchemical bonus on Will and Fortitude saving throws for 1 minute.
Bathing: Covering oneself in dragon’s blood removes 1 permanent negative level. No more than 1 permanent negative level can be removed from a single creature per week using this method. Bathing in dragon’s blood requires 3 vials of dragon’s blood. Blood used in such a manner is expended, and may not be reused.
A dragon’s stomach contains highly corrosive acid that can be crafted into an alchemical item called dragon’s gut. When used as a thrown splash weapon, dragon’s gut deals 2d4 points of acid damage plus, on a direct hit, an additional 1d4 points of acid damage the following round, and it deals 1 point of acid damage to all creatures within 5 feet of the impact point as normal splash damage. Additionally, dragon’s gut has alternate effects when used in place of acid as an alchemical power component.
- Acid arrow: The spell lasts 1d3 rounds longer than usual.
- Acid fog: The fog takes on a sticky quality and clings to creatures within it. Any creature damaged by the acid fog takes an additional 2d6 points of acid damage on the round after leaving the fog’s area of effect. The creature can negate this additional damage by spending a standard action to wipe the clinging acid from its body.
- Acidic spray: The spell deals 1d8 points of acid damage per caster level (maximum 15d8) instead of the normal 1d6 per caster level on the round of its casting (Reflex half). It still deals 1d6 points of damage per two caster levels on the following round as normal.
The Dragoncrafting feat and a successful DC 20 Craft (alchemy) check are required to convert 1 vial of stomach acid into 1 vial of dragon’s gut.
Made using the choicest, most malleable skin from a dragon’s underbelly, this specialized weapon grip can be added to any weapon with a hilt or handle. Dragonskin grips may be added to an existing weapon, or incorporated into a new weapon during crafting. The skin provides extra grip, granting the wielder a +2 bonus to CMD against disarm attempts.
Producing a dragonskin grip requires the Dragoncrafting feat and a successful DC 15 Craft (bows or weapons) check.