Dagger
12-Quillon-Dagger.jpg

A dagger has a blade that is about 1 foot in length.

Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).

Range increment

Range increment is how far this weapon can be fired at the penalty shown is to hit without far shot feat and with far shot feat

Range Without far shot feat with far shot feat
10 ft. 0 0
20 ft. -2 -1
30 ft. -4 -2
40 ft. -6 -3
50 ft. -8 -4

Enhancements

These are the prices for this item when made with specific materials or enhancements.
Dagger Material Enhancements

Material Cost Hardness Hit Points Special
Steel $302 10 2 -
Adamantine $3,002 20 2 Bypass hardness less than 20
Iron, Cold 304 10 2 Magical enchantments cost an additional 2,000 gp.
Mithral 502 15 2 1/2 weight
Silver, Alchemical 322 8 1 −1 damage

1: The given costs include the masterwork component. The armor check penalties for masterwork armor and shields are lessened by 1.

Weapon Enhancements
Bonus Value Additional Cost Hardness Increase Additional HP
+1 $+2,000 +2 +10
+2 $+8,000 +4 +20
+3 $+18,000 +6 +30
+4 $+32,000 +8 +40
+5 $+50,000 +10 +50
+6* $+72,000 +12 +60
+7* $+98,000 +14 +70
+8* $+128,000 +16 +80
+9* $+162,000 +18 +90
+10* $+200,000 +20 +100

Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.

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