Dagger

Melee
Critical:19–20/×2
Range Increment:10 ft.
Type:Piercing or slashing
Hardness:10
SizeCost1DamageWeight1hpTemplate:ifexpr: 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0
Fine*?*1
Diminuative*1*1
Tiny*1d2*1
Small2 gp1d31/2 lb.1
Medium2 gp1d41 lb.2
Large4 gp1d62 lb.4
Huge*1d8*8
Gargantuan*2d6*16
Collossal*3d6*32Template:ifexpr: 1 or 1 or 1 and 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0 or 0
[/LIST]

[top]Description

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).

[top]Enhancements

Dagger Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel2 gp302 gp102?
Adamantine?3,002 gp202Bypass hardness less than 20
Crystal, Deep?1,002 gp102Psionic
Crystal, Mundane?{{{mccost|302 gp}}}81No rusting, not metal
Darkwood?n/an/an/a?
Iron, Cold4 gp304 gp102Magical enchantments cost an additional 2,000 gp.
Mithral?502 gp1521/2 weight
Silver, Alchemical22 gp322 gp81−1 damage

  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
  2. The SRD gives neither this value nor a means to accurately determine it.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+Template:formatnum: -- template expr: 40 50 gp+2+10
+2+Template:formatnum: -- template expr: 160 50 gp+4+20
+3+Template:formatnum: -- template expr: 360 50 gp+6+30
+4+Template:formatnum: -- template expr: 640 50 gp+8+40
+5+Template:formatnum: -- template expr: 1000 50 gp+10+50
+6+Template:formatnum: -- template expr: 1440 50 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 50 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 50 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 50 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 50 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 50 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.

[top]See Also



System Reference Document -> Equipment (SRD) -> Weapon Descriptions
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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