SRD:Dagger

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This material is published under the OGL
Dagger
Simple Light Thrown Melee
Critical: 19–20/×2
Range Increment: 10 ft.
Type: Piercing or slashing
Hardness: 10
Size Cost1 Damage Weight1 hp
Fine * * 1
Diminutive * 1 * 1
Tiny * 1d2 * 1
Small 2 gp 1d3 1/2 lb. 1
Medium 2 gp 1d4 1 lb. 2
Large 4 gp 1d6 2 lb. 4
Huge * 1d8 * 8
Gargantuan * 2d6 * 16
Colossal * 3d6 * 32
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description[править]

You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body.

A dagger does either piercing or slashing damage (player’s choice at time of attack).

Enhancements[править]

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}}{| class="d20" |+ Dagger Material Enhancements |- ! style="text-align: left;" | Material !! Average !! Masterwork1 || Hardness || hpОшибка выражения: неопознанный символ пунктуации «{» !! style="text-align: left;" | Special |- | style="text-align: left;" | Steel || 2 gp || 302 gp || 10 || 2 || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || 3,002 gp || 20 || 2 || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || 1,002 gp || 10 || 2 || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || 302 gp || 8 || 1 || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || n/a || n/a || n/a || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Iron, Cold || 4 gp || 304 gp || 10 || 2 || style="text-align: left;" | Magical enchantments cost an additional 2,000 gp. |- | style="text-align: left;" | Mithral || — || 502 gp || 15 || 2 || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Silver, Alchemical || 22 gp || 322 gp || 8 || 1 || style="text-align: left;" | −1 damage |- | colspan="6" class="foot" |

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Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2000 gp +2 +10
+2 +8000 gp +4 +20
+3 +18 000 gp +6 +30
+4 +32 000 gp +8 +40
+5 +50 000 gp +10 +50
+6 +72 000 gp3 +12 +60
+7 +98 000 gp3 +14 +70
+8 +128 000 gp3 +16 +80
+9 +162 000 gp3 +18 +90
+10 +200 000 gp3 +20 +100
+11 or more + bonus squared
× 20 000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also[править]



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