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Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon that has only half of it made of cold iron increases its cost by 50%. Cold iron has 30 hit points per inch of thickness and hardness 10. Extended list of alchemy items in D&D 3.5. The following is a list of items which appear in official D&D third edition sources and can be made using the Craft (Alchemy) skill. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material. Each of the special materials described below has a definite game effect. It came up in Dresden Files, but is not limited to that game, you can find the term in DnD as well. I would like to know what it means. If you look for Cold Iron on Wikipedia, you only get iron: 'Cold iron is a poetic and archaic term for iron.' This would imply everything made mostly from Fe is cold iron. Clearly, this is not the case, in every game Cold Iron is something special, the every. I believe, historically, meteoric iron was 'cold forged iron' given that iron in a natural state on earth is oxidized, and heat-forging is a process whereby the bonded oxygen is driven out of the ore to leave behind iron - meteoric iron comes in ready to shape hunks and requires no human added heat intervention to prepare.
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DaggerSimple Light Thrown MeleeCritical: | 19–20/×2 |
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Range Increment: | 10 ft. |
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Type: | Piercing or slashing |
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Hardness: | 10 |
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Size | Cost1 | Damage | Weight1 | hp |
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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 |
- For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.
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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).
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Enhancements
Dagger Material EnhancementsMaterial | Average | Masterwork1 | Hardness | hp | Special |
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Steel | 2 gp | 302 gp | 10 | 2 | — |
Adamantine | — | 3,002 gp | 20 | 2 | Bypass hardness less than 20 |
Deep Crystal | — | 1,002 gp | 10 | 2 | Psionic |
Mundane Crystal | — | 302 gp | 8 | 1 | No rusting, not metal |
Darkwood | — | n/a | n/a | n/a | — |
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 |
- Masterwork weapons have a +1 enhancement bonus on attack rolls.
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Magical/Psionic Weapon EnhancementsBonus Value | Additional Cost1 | Hardness Increase2 | Additional hp2 |
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+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 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 |
- 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.
- 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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See Also
Back to Main Page → 3.5e Open Game Content → System Reference Document→ Weapons
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Open Game Content (place problems on the discussion page).This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith. |
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This material is published under the OGL |
GreatswordMartial Two-Handed MeleeCritical: | 19–20/×2 |
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Range Increment: | — |
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Type: | Slashing |
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Hardness: | 10 |
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Size | Cost1 | Damage | Weight1 | hp |
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Fine | * | 1d4 | * | 1 |
Diminutive | * | 1d6 | * | 1 |
Tiny | * | 1d8 | * | 2 |
Small | 50 gp | 1d10 | 4 lb. | 5 |
Medium | 50 gp | 2d6 | 8 lb. | 10 |
Large | 100 gp | 3d6 | 16 lb. | 20 |
Huge | * | 4d6 | * | 40 |
Gargantuan | * | 6d6 | * | 80 |
Colossal | * | 8d6 | * | 160 |
- For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.
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Enhancements
Greatsword Material EnhancementsMaterial | Average | Masterwork1 | Hardness | hp | Special |
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Steel | 50 gp | 350 gp | 10 | 10 | — |
Adamantine | — | 3,050 gp | 20 | 13 | Bypass hardness less than 20 |
Deep Crystal | — | 1,050 gp | 10 | 10 | Psionic |
Mundane Crystal | — | 350 gp | 8 | 8 | No rusting, not metal |
Darkwood | — | n/a | n/a | n/a | — |
Iron, Cold | 100 gp | 400 gp | 10 | 10 | Magical enchantments cost an additional 2,000 gp. |
Mithral | — | 4,050 gp | 15 | 10 | 1/2 weight |
Silver, Alchemical | 230 gp | 530 gp | 8 | 3 | −1 damage |
- Masterwork weapons have a +1 enhancement bonus on attack rolls.
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Magical/Psionic Weapon EnhancementsBonus Value | Additional Cost1 | Hardness Increase2 | Additional hp2 |
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+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 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 |
- 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.
- 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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See Also
Back to Main Page → 3.5e Open Game Content → System Reference Document→ Weapons
Dnd 3.5 Cold Iron Weapon Dmg 2
Open Game Content (place problems on the discussion page).This is part of the (3.5e) Revised System Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith. |
Dnd 3.5 Cold Iron Weapon Dmg Download
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