Kerambit
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Benefit: Easily concealed (the wielder gets a +2 bonus on Sleight of Hand skill checks made to conceal a kerambit on her body)

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 1,002 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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