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 or thrown

Range Without far shot 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

Material Enhancements
Material Average Masterwork 1 Hardness Hit Points Special
Steel 2 gp 302 gp 10 2
Adamantine 3,002 gp 20 2 Bypass hardness less than 20
Iron, Cold 4 gp 304 gp 10 2 Magical enchantments cost an additional 2,000 gp
Mithral 502 gp 15 2 1/2 weight
Silver, Alchemical 22 gp 322 gp 8 1 −1 damage
1Masterwork weapons have a +1 enhancement bonus on attack rolls.
Weapon Enhancements
Bonus Value Additional Cost 1 Hardness Increase 2 Additional HP 2
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6* +72,000 gp 3 +12 +60
+7* +98,000 gp 3 +14 +70
+8* +128,000 gp 3 +16 +80
+9* +162,000 gp 3 +18 +90
+10* +200,000 gp 3 +20 +100
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.
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