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Saintheart
2019-08-31, 01:53 AM
A Subtle Knife

Options for 3.5 Players and DMs using the Dagger


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Is this a dagger which I see before me,
The handle toward my hand? Come, let me clutch thee.
I have thee not, and yet I see thee still.
Art thou not, fatal vision, sensible
To feeling as to sight? Or art thou but
A dagger of the mind, a false creation,
Proceeding from the heat-oppressèd brain?
I see thee yet, in form as palpable
As this which now I draw.
Thou marshall’st me the way that I was going,
And such an instrument I was to use.
Mine eyes are made the fools o' th' other senses,
Or else worth all the rest. I see thee still,
And on thy blade and dudgeon gouts of blood,
Which was not so before…
--Macbeth, Act 2, Scene 1


Introduction
The dagger: the quick, flicking weapon of a street fight, the tool of the cloaked assassin, death in six inches. And in classic fantasy literature, it’s also the weapon chosen by the mage if he isn’t using a quarterstaff – a last ditch option when all else fails.

The aim of this guide is mainly to list tools and options for people who particularly want to focus on fighting with a dagger – or more than one dagger -- as opposed to other weapons, and those magic users who want to look into doing something other than ineffectually poking at people with a tiny bit of steel.



Features of the Dagger
It’s always useful to review the features of the weapon we’re trying to work with. Particularly so since the dagger, at least in its mundane form, simply doesn’t do a lot of damage to start with.

It’s a simple weapon. Per the SRD, anybody but a druid, monk, or wizard is proficient with all simple weapons (even Commoners get proficiency with one weapon). And druids, monks, and wizards are all specifically named as proficient with the dagger. So at least you’re not going to have to take that Simple Weapon Proficiency feat.

It’s not a martial weapon. Abjurant Champion takes a martial weapon to qualify for, and the dagger isn’t one of them. That said, Abjurant Champion isn’t the only PrC out there that can take advantage of daggers specifically.

It’s a light weapon. This has five main consequences:


In two-weapon fighting, it can be used in either hand, but your best least bad TWF penalties are achieved via combination of the TWF feat and a light weapon in the off hand (-2/-2), and the dagger works fine for that. However, when you do put it in the off hand, it only gets a x0.5 STR bonus to damage.


Though you add your STR bonus to damage with it, that bonus with damage is not going higher than x1, at least without major work on the build. Light weapons explicitly do not get x1.5 STR bonus when wielded in two hands, unlike a one-handed weapon such as a longsword. Note in particular that Power Attack explicitly adds no bonuses to damage with a light weapon, though it'll still nerf your attack rolls (for example, if you're going with a longsword in the primary hand and a dagger in the off hand and attack with both using Power Attack, your dagger's attack rolls are penalised but gain no bonus to their damage, even if your longsword does.)


As a light weapon, Weapon Finesse can be used on a dagger, and thus your DEX in place of your STR bonus on attack rolls. Getting the same bonus to damage rolls, though, is a bit trickier, and even on replacement you’re still stuck with a x1 multiplier for the damage at best.


Disarm and Sunder attempts forever become a trap for you, because the wielders of light weapons take a -4 on the opposed roll inherent to these options in combat (and against a two-handed weapon, it's even worse.)


Because it's a light weapon, you can pull it (with a successful Grapple check) as a move action if you're pinned in a grapple, and you can still attack with it (at a -4 on the attack roll). But odds are if you're grappled you're likely close to dead anyway, outside being an ubergrappler build who decided to keep a dagger on him...


It’s not a special monk weapon. Monks are proficient with daggers, but they can’t flurry with them. But a monk’s flurry of blows at best is questionable, and given a Monk 1 unarmed does more damage than a standard dagger, we’re not worried about this.

It’s a melee weapon. Which means it’ll qualify for any option applicable to melee weapons – see more about this below.

It’s also a ranged weapon! Very important for you and your DM to understand this, because it makes a lot more options available. Per pp. 112-114 of the PHB, “Ranged Weapons are thrown weapons or projectile weapons that are not effective in melee.” A page later, the PHB goes on to explicitly cite a dagger as an example of a thrown weapon. (These same sections are referred to by WOTC itself on the Rules of the Game in relation to ranged weapons.) The Rules Compendium tells us explicitly that certain melee weapons can also be thrown, bridging the categories of ranged and melee weapons. And finally, Skip Williams in the Rules of the Game from WOTC (http://archive.wizards.com/default.asp?x=dnd/rg/20070710a) indicates:

To determine if a weapon is suitable for ranged attacks, check the weapon's description and Table 7-5 in the Player's Handbook (or the equivalent in the rulebook where you found the weapon). Most ranged weapons are clearly labeled as such. Melee weapons suitable for throwing have range increments in their entries.
In a subsequent part of the same series (http://archive.wizards.com/default.asp?x=dnd/rg/20070717a), Skip goes on to add specifically about daggers:

Dagger: A dagger is one of several thrown weapons that you can use in melee or at range. It works just like a melee weapon when you use it in a melee attack. When you chuck the dagger at a target, you treat it as a thrown weapon. Use your Dexterity modifier for the attack roll when you throw it, and then use your Strength modifier for the damage roll if your attack hits. When you make a ranged attack by throwing a dagger, the act provokes attacks of opportunity, as noted in Part One, even though you can make melee attacks with the dagger that do not provoke attacks of opportunity.
So by RAW, a dagger counts as a ranged weapon, but one that can still be used in melee. That’s significant because – just as with melee weapons – if you can find a feat, spell, class, PrC, or other option that applies to ranged weapons, a dagger-wielder will qualify for it.

See, there is a difference between a reference to a ranged weapon and a reference to a ranged attack. Your dagger can be used for ranged attacks, but if an option is said to apply to a ranged weapon that doesn't mean the option only applies to ranged attacks. Point Blank Shot, for example, from the PHB: it provides a +1 to attack and damage on ranged weapons "at up to ranges of 30 feet". The intent of the feat might have been that you only got the benefit on ranged attacks, but that's not what the feat says by RAW. You can use it to get that +1 to attack and damage on your melee attacks as well, because a dagger is a ranged weapon that can be used in melee without penalty. Most significantly, this means that Point Blank Shot is superior to Weapon Focus (Dagger).

It has a d4 damage dice. About the only things that natively hit softer than a dagger are the gauntlet or a (non-monk) unarmed strike, in the 1d3 range. And even with sizing shenanigans, it’s hard to get this up into the damage dice of even a longsword. That said, generally in D&D it’s what comes after the damage dice that matters more than the dice itself; and many options using the dagger will focus on the weapon as a delivery system for either precision damage (e.g. sneak attack, less so skirmish or sudden strike) or delivery of status effects (poisoning, sickening, stunning and so on.)

It has a 19-20/ x2 critical hit range and multiplier. Admittedly, most people favour the kukri with its 18-20/x2 critical hit range in this area – but the kukri is a martial weapon, which may or may not suit your build. Either way, when building critfishers it’s better than starting from a boring old 20. Critfishing is always a niche path, but as a steel weapon, if you really want to go down the path of the Disciple of Dispater, well…

It does piercing or slashing damage. You have to choose which round by round, but it’s important to remember it’s “either/or”, not “and”. If you ever find yourself fighting Skindancers (MM3), this will come in extremely handy, too!

It gets native bonuses to concealment. Specifically, it just gives you +2 on Sleight of Hand checks to conceal a dagger on your body. The most mechanical significance this has is in the fact that an opponent is flatfooted to you if they aren’t aware of your weapon, i.e. at least by RAW one could pull Sleight of Hand checks in combat (admittedly at pretty high DCs) and thence make the opponent flatfooted when you pull the weapon again. In fluff terms, you could argue this as your character constantly feinting, flipping the dagger around, swirling their cloak, so the weapon appears and disappears moment by moment, meaning – like a stage magician – the audience never knows where the blade really is or where it will come from next. Also could be handy to keep a weapon on you in a repressive regime; if you can conceal a weapon reliably, you’re never truly unarmed.


Generally daggers in 3.5 are used for throwing builds, the off hand weapon of a two-weapon build, the second half of a two-dagger build, or as the delivery mechanism for spells, effects, and/or precision damage. In general most dagger users go down the path of Weapon Finesse, simply because for high STR builds you might as well be swinging a Greataxe. We’ll explore some of those methods below. Thinking more laterally, if you have a dagger, you always have a cutting edge – which means you always have a way to get out of ropes without an Escape Artist check, or can always take a sample of something.

Saintheart
2019-08-31, 01:54 AM
Feats, Skills, Skill Tricks, and ACFs

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Arcane Strike (CWar): Dump a spell for +1 to attack rolls per level of the spell for 1 round, and extra damage equal to 1d4 x level of the spell sacrificed. I mean, this is basically multiples of dagger damage, arcane gishes should be thinking about this for any weapon, not just daggers. And it appears to stack with Daggerspell Mage’s Arcane Infusion ability.

Bear Fang Style (CWar): Dagger as a very distant secondary weapon. If you hit with your axe and your dagger on the same round, can initiate a Grapple as a free action with no AoO. If successful on the grapple, drop your Axe and get an additional attack with your dagger. This is an appalling choice for anyone focused on the dagger, partially because you have to be a damn good grappler to want to go around hugging people, but also because of the insane prerequisites: STR 15 and Power Attack and TWF and Weapon Focus in dagger AND axe.

Crescent Moon Style (CWar): Similar problems to Bear Fang. You’re using a slightly more plausible combination of sword and dagger, but this time if you hit with both weapons you get a Disarm attempt as a free action. Making the disarm a free action is a plus because it saves you having to waste full attacks or standard actions … but you’d better not use the dagger on the disarm attempt, because the wielder of a light weapon takes a -4 penalty on the opposed disarm roll. (And I wish you good fortune in the wars to come if the other guy is using a two-handed weapon, because he gets a +4 on his roll.) And once again we’ve got five prerequisite feats: TWF, Improved TWF, Improved Disarm, and Weapon Focus (dagger and a sword.)

Combat Cloak Expert (PHB 2): Takes Dodge and Combat Expertise, but gives you three tactical feats basically centred around deceiving combatants with your cloak. For our purposes, Cloaked Strike is the most relevant, because it allows your cloak to hide a light weapon and allows you to generate a denial of DEX bonus to AC via a Bluff vs. Sense Motive check rather than the usual Sleight of Hand vs. Spot.

Einhander (PHB 2): Easy prereqs at least, and basically this one is about fighting one-handed with a light weapon. Most interesting tactical feat is a free action feint, using Sleight of Hand instead of Bluff.

Single Blade Style (DrCo): Uggggggh. It would work with Einhander, but the benefit is a +2 Dodge bonus to your AC with a weapon in one hand and when wearing light to no armor. Doubt the wait until you hit BAB +10 is worth it. Still better than Dodge, though.

Manticore's Sting (Dragonmarked): Range increment for daggers increases by 10 feet (i.e. doubles your default 10 feet) and you can throw 2 daggers as a standard action; the number of daggers increases as your BAB does. That's not too damn bad given iterative attacks normally require you sit still. One for throwing builds - although note it's Eberron-specific and it's for Mror dwarves only.

Storm of Throws (ELH): As a full round action, at full BAB, throw a light weapon at each opponent within 30 feet. Did I mention that daggers are light weapons already?

Neraph Throw (Pl.Handbook): I mean, the feat's fluff text is "You master the Limbo-native neraph martial art of motion camouflage for your thrown weapons." Once per enemy per encounter, your thrown weapon against an enemy denies adding their DEX bonus to their AC. The feat explicitly says this triggers sneak attack conditions. And the prereqs are pretty easy too.

Blade Meditation (Shadow Hand) (Bo9S): Dagger is one of the associated weapons to the Shadow Hand discipline: +1 to damage when using a strike maneuver. There’s a far better ToB feat directed to the dagger further down.

Bowslinger (Und): +2 on attack roll when you fire or throw a ranged weapon at a flatfooted opponent.

Ranged Threat (Dragon 350): When armed with a ranged weapon – and we are armed with a dagger, a ranged weapon – you threaten all squares within 15 feet. AoO at your highest attack bonus may be made once, and counts as all your AoOs for that round. For ranged builds you’ve likely taken most of the prereqs anyway, although cutting your AoOs down to just one for the whole round is a bit hard, especially since one of the prereqs is Combat Reflexes. About the only significant thing is that the direction to take the AoO at your highest attack bonus might override the dagger’s range increment, so there’s an implicit +2 for a throw out past the 10 foot range.

Knifefighter (FRCS): Basically, you suck less at using weapons while grappled. No penalty on the attack roll when fighting in a grapple, no need to win a grapple check in order to draw a weapon (but it's still a move action), and can execute a full attack with the dagger while grappled. The problem is ... you're grappled.

Spell Graft (Red Eye) (Dragon 337): Permanently give up True Strike, but add your INT and your DEX modifier to any ranged attack rolls against one target so long as you don’t attack anyone else.

Intuitive Attack (BoED): With a simple weapon – and a dagger is a simple weapon -- substitute WIS for STR on attack rolls. That said, most dagger-ish builds lean towards the arcane rather than the divine.

Shadow Blade (ToB): DEX added, not substituted, added, on damage rolls with Shadow Hand weapons. At least, that's what the text of the feat indicates, and given the table refers to "Shadow Sun" weapons, it's probably more reliable to go with the text instead. Dagger is a Shadow Hand weapon. And it counts as Weapon Finesse for other prereqs if you don't have the space for Weapon Finesse for some reason. Get it and don’t look back.

Shadow Trickster (ToB): One to think about for arcane gishes. While in a Shadow Hand stance, your save DC for illusion spells goes up by 2, and you get a +2 to damage on sneak attack or when flanking a target.

Reaping Talons (ToB): Mentioned here because it provides options for two-weapon fighting and light weapons, but you can't get it with daggers ... because the dagger is not an associated weapon of the Tiger Claw school. (Kukris, though, are).

Craven (CoR): For sneak attack, +1 damage per character level. Near-essential on precision damage builds, and even moreso for someone whose damage dice are d4s and likely can’t access STR bonus.

Flick of the Wrist (CWar): Pull a dagger, make a melee attack with it in the same round, and the opponent is considered flat-footed. Gnomish Quickrazor (see below) is the optimised choice for this, but it only works once per opponent per round anyway, and daggers work with it just fine.

Sneak Attack of Opportunity (Dragon 340): First AoO you make in a round always deals sneak attack damage! A little weak on its own, perhaps, but consider in combination with Ranged Threat, above.

Two Weapon Fighting, Improved Two Weapon Fighting, Two Weapon Defence, etc.: Two Weapon Fighting is beyond the scope of this guide, and there is a fairly extensive guide to look at in this regard: Darrin’s Off-Hand Handbook (http://www.giantitp.com/forums/showthread.php?279079-3-5-The-TWF-OffHandbook) which exhaustively weighs up dual-wielding and the feats involved.

Point Blank Shot, Rapid Shot, Improved Rapid Shot, etc.: Basically any time the word “ranged weapon” is used in respect of these feats, it applies to daggers … except, because the dagger is a melee weapon as well, you’ll never have to take Precise Shot.

Psionic Shot, Fell Shot, Return Shot, etc (PH): For psionics, but it's extra d4s of dagger on throws, so why not?

Psionic Weapon, etc (PH): For psionics, but it's extra d4s of dagger on melee, so why the hell not?

Ranged Weapon Mastery (PHB 2): Well, if you are going to head down this line, at least your Weapon Focus (dagger) feat qualifies you both for Weapon Mastery and Ranged Weapon Mastery, since the dagger is both a melee and ranged weapon … and adding 20 feet to the range increment of your 10 foot dagger is always nice.

Twist the Knife (EoE): Thematic at least, this is basically a feat like Staggering Strike or Sickening Strike: if you make a critical hit, you can forego the extra critical damage and impose a -3 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks. Needs sneak attack and Improved Critical (dagger), and is probably the most interesting in combination with Telling Blow -- because sneak attack damage isn't multiplied on a critical hit and therefore could still be imposed at the same time as using this feat.

Drow Scorpion Warrior (SoX): It's Eberron specific, drow-only, and requires Drow Skirmisher first (which is actually not bad for utilising the Drow Long Knife), but the tactical feats allow you to get bonuses for attacks following a critical or additional damage following a successful two-weapon pass with the Drow Long Knife.

Lion Tribe Warrior (S/South): Regional and requires you to be a tribesman, but you can make a full attack with a single light weapon as part of a charge. At least it's a bit different to good old Barbarian 1 + Spirit Lion totem for Pounce.

Snow Tiger Berserker (UE): General rather than regional feat, and takes both a rage ability and membership in a Snow Kitty club, but again, full attack with a light weapon as part of a charge attack.

Unorthodox Flurry (DrCo): Remember how I said you can't flurry with a dagger? Well, take this feat and you can. Any light weapon you choose becomes a special monk weapon, including a light exotic weapon if you're already proficient with it. On the other hand, if you're starved for feats and Dragon magazine is open, consider the ACF mentioned further down.

Inlindl School (DoTU): A little bit different because it more or less implies you'd be fighting with a dagger and a shield (or Shield spell), but you can give up your Shield bonus to AC and add half of it to your attack bonus with a light weapon. The trick to this would be boosting the actual Shield bonus, of which there aren't many. Prereqs include Weapon Finesse and Combat Expertise.

Phalanx Fighting (CWar): If wielding a light weapon and a shield, you get extra bonuses to AC if you're forming a shield wall with others. This might be more for the DM than players as such, because it's a nice way to make your NPCs a little more tanky, or somewhat replicate a Roman tortoise. Either way, it could combine with Inlindl School if used wisely and it works with daggers. Having said that: this would be something of a trap if you're using Weapon Finesse, since the Armor Check Penalty of the shield applies to your attack roll.

Master Pickpocket (City of Stormreach, p. 95): Whilst this has several wonderful tricks for Sleight of Hand, like stealing stuff off people as a standard action in combat, its most significant buff for our purposes is that if you attempt a Sleight of Hand check as a free action -- as the PHB and SRD permit you to -- the penalty is -10 rather than -20. If you're building towards free action concealment of your dagger for flatfooting the opposition, this could well be worth considering.

Power Throw (CAdv): An inferior ranged version of Power Attack, but it applies to dagger throws as well. Really only for high STR builds, and then only if you take Brutal Throw, and given Power Attack doesn't work with light weapons, it's one of those few occasions where Power Attack is actually just a feat tax.

Far Shot (PHB): It’s a prereq for Invisible Blade, but it might be worth considering on a thrower build anyway because it doubles a dagger’s range increment … which, at 10 feet, is pretty poor. (In this regard, choose carefully the order in which you take your feats or options, because as with critical hits, it's one thing to double a 10 foot range increment, and something else entirely to double a range increment that's been boosted to 20 feet or more already.)

Telling Blow (PHB 2): if you crit with a melee or ranged weapon, sneak attack or skirmish gets added. Well worth a look for the rogue.

Dragon 301: This issue's special on swashbuckling styles of combat actually provides some rather useful stuff for us dagger users. Whilst the whole special is worth looking over for feats, the following ones struck me as to the point (yes, I went there):

Parry: After a melee attack roll is made against you but before damage is rolled, burn one, and only one, AoO to parry the blow. (The weapon can't be more than 2 size categories larger, natural attacks are considered 2 size categories smaller than the creature's size ... i.e. most horrible bitey or clawing beasts are subject to this option, as are Huge greataxes, since daggers are Medium size weapons.) Make a melee attack roll -- with a +4 if you're wielding a light weapon, which your dagger is -- and if you exceed the enemy's attack roll, the blow is parried and does no damage. That said, this does allow the enemy to attempt to disarm you ... but if you've got Quick Draw, the right weapon crystal, or a good supply of daggers, you won't care about this. Can't be wearing medium or heavy armor. This might also, by RAW, even invalidate an enemy's natural 20, since while a 20 is always a hit, the parry occurs after the melee attack roll is made but before damage is rolled.

Armored Fencer: You can be wearing medium or heavy armor when you parry!

Expert Parry: You can divide up your parries among multiple creatures' attacks or a single creature's as you see fit!

Improved Parry: You can parry as many times as you've got DEX bonus to AC!

Guarded Defense: You don't provoke a disarm attempt when you parry!

Incredible Parry: You can parry creatures 3 size categories larger than you!

Twin Sword Style (PGtF): when fighting with two blades – specifically, including daggers – designate an opponent and get a +2 shield bonus against him, which stacks with a buckler. Probably not worth the feat slot.

Two-Weapon Pounce (PHB 2): You can attack with both weapons on a charge, but you lose the charge bonus on the attack rolls and still take -2 to AC. If you've got no other way of getting a Pounce ability and you have to hit with both your weapons, well, maybe...

Two-Weapon Rend (PHB 2): If you're wielding two daggers this might be worth considering only because if you hit with both, you do 1d6+1.5xSTR bonus damage. But it's still not great and frankly if you're in Bloodclaw Master you can entirely skip this.

Weapon Focus (PHB) Well, you’re taking this for dagger I hope. Weapon Focus turns up a lot as a prerequisite, whether for other feats or for prestige classes, so be prepared to suck this one up. And don’t expect to get it via a cleric dip and War domain, either, because there’s only one god with War domain (Mictlantecuhtli) who has dagger as his favoured weapon. That said, Swordsage picks it up via Discipline Focus and there are other random places where it turns up.

Weapon Finesse (PHB): Mentioned here because odds are on you're going to be taking this if your DEX is your primary stat. Can substitute your DEX bonus for your STR bonus on attack rolls with light weapons.

Iaijutsu Focus (Skill) (OA): It’s 3.0. And it’s said to be overpowered. (It’s not, especially compared with the damage an ubercharger can put out in the first round of combat, but we’ll leave that to one side). But if you hit a flat-footed opponent immediately after drawing a melee weapon, you do additional d6s of damage. This syncs up nicely with rogue builds, but to make it work you obviously need a supply of immediate weapon pulls and ways of making the opponent flat-footed (the easiest way being to win Initiative, which in turn is easier if you’re a DEX-based fighter.)

Sleight of Hand (Skill) (PHB): Sleight of Hand is the operative skill in concealing a weapon, which is step 1 in a sneak attack because a weapon pulled and used when the enemy isn't aware of it equals a flatfooted enemy, i.e. denied his DEX bonus to AC against you. The PHB/SRD entry is not explicit that you can pull a Sleight of Hand in combat, but by RAW there is nothing to stop you doing so, and it can be fluffed as you flicking the weapon around so the enemy doesn't know where to expect a strike from next. Doing so, though, is likely to be deemed as being under close observation by your opponent, which means you're going to be making an opposed check against the enemy's Spot skill, and combat probably won't count as the enemy being distracted by things going on around him. In addition, doing this as a free action imposes a whopping -20 on the check (although see Master Pickpocket above). But there are still a number of ways to work with this: for what can be achieved in optimising Sleight of Hand, see Darrin's legendary Lightning Thief (http://www.giantitp.com/forums/showthread.php?142080-3-5-The-Lightning-Thief-Epic-Sleight-of-Hand-Abuse).

Hidden Blade (Skill Trick) (CSco): Sleight of Hand to conceal weapon, and pulling the weapon becomes a move action rather than a standard action – and leaves the opponent flat-footed. Flick of the Wrist and this go together like bacon and eggs – and a dagger automatically gives you a +2 to the Sleight of Hand check. That said, remember that skill tricks can only be used once per encounter.

Acrobatic Backstab (Skill Trick) (CSco): Tumble check to render an opponent flatfooted on your next turn. Once per encounter, but nice!

Distracting Attack (Ranger 4 Alternate Class Feature) (PHB 2): Give up the animal companion for a feature that if you hit someone, they’re considered flanked for your allies. In general, by RAW, your allies include yourself. If you can get your DM to accept this – and it’s the same ruling as allows White Raven Tactics to be so powerful -- it becomes a potent source of setting up your own sneak attacks.

Targetteer (Variant Fighter Class) (Dragon 310): Wait, what? Oh, yes. Daggers are ranged weapons, per the PHB. And the Targetteer, using its Sniper feature, can sacrifice attacks to increase the critical threat range of his weapons. Whilst by RAI this was only meant to apply to thrown weapons – and it’s still pretty nice even in that form – the RAW only refers to “his next attack” … i.e whether that attack is melee or ranged. In other words, by sacrificing iterative attacks, you make the critical threat range larger for those that remain. Which opens the field of critfishing much wider than it would otherwise be. And as a bonus, the variant allows you to add DEX to damage – only on ranged weapon attacks, admittedly, but that’s gold for a dagger thrower anyway. And the Targetteer is even proficient with all simple weapons. And some exotic ranged weapons, too … which can easily be a kaorti resin dagger.

Chaos Monk (Variant Monk Class) (Dragon 335) combined with Filipino Combat Style (Monk Alternate Class Feature) (Dragon 330): Dragon 330's article on monks included a number of variant combat styles for monks, the upshot of which was that they usually traded some weapon proficiencies and special monk weapons around. And the Escrima (i.e. Filipino) combat style includes daggers as a special monk weapon, i.e. usable in a flurry. So how is that significant? Well, for thrower builds, this is where the Chaos Monk comes in. Monks are usually Lawful; the variant Chaos Monk class switches that to chaotic, and its signature feature is that flurries produce a variable number of attacks, at its highest going in excess of the default monk's number of blows. And most significantly for thrower builds, the Chaos Monk doesn't restrict those attacks to melee attacks. It refers only to 'attacks'. As such, you've got the opportunity to go hurling daggers, and more of them than you could normally pull off. Some of the effects of Master Thrower make this rather nice, especially since Intuitive Attack applies to daggers and syncs up nicely with the monk's WIS focus.

Saintheart
2019-08-31, 01:55 AM
Races, Prestige Classes, Monsters


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Daggerspell Mage (PrC, CAdv): For an arcane gish focusing on daggers this looks nice on first inspection: 9/10 arcane casting levels, 7/10 BAB, cast spells without having to sheathe daggers, deliver touch spells through daggers – both daggers if he’s fighting with them in both hands, deliver energy damage through thrown daggers, and progress sneak attack as you go. The problem is that getting in there via a normal-ish wizard path leaves you with a critically low BAB, i.e. Illumian Wizard 4/Rogue 1 for a colossal 2 BAB on entry at level 6 ... which is very, very low for a dual-wielder given how TWF nerfs your attack rolls. Taking a variant Sneak Attack Fighter doesn't help much because you still have to find five levels of arcane caster from somewhere. One potential solution to the casting and BAB problem is a Duskblade entry, which at level 5 will have you able to cast in medium armor with no arcane spell failure penalty and swift-action cast once per day ... but you're confining yourself to Duskblade spells from then on and giving up the Duskblade's full BAB progression for a more squishy, rogue-ish progression. Duskblade enhances Daggerspell Mage far more than Daggerspell Mage enhances Duskblade. One for right down the line if anywhere at all.

Daggerspell Shaper (PrC, CAdv): Basically intended as the druid-ish parallel to Daggerspell Mage, and, with the right build, more effective. 9/10 divine casting again and more Wild Shapes, with a little sneak attack. The main thing about it is that whatever magic you’ve got on your daggers when you Wild Shape becomes a quality of your hairy paws. It can be entered through Wildshape Ranger/Ninja, which gives you Wis to AC in wild shape, 4 BAB at level 7 (so right at 3/4) and Intuitive Attack applies to both your daggers and attacks in wildshape -- and opens up the option to finish in Warshaper. (Special thanks to ZamielVanWeber for my education on these two!)

Invisible Blade (PrC, CWar): Definitely consider at least for a dip if you’re a rogue wielding dual daggers. Five levels, full BAB, gain sneak attack if you didn’t already have it, but applying only to the dagger. INT bonus to AC (max 5), bleeding wounds, some slight improvements to feints. Some of the prerequisites are a bit odd – Far Shot and Point Blank Shot when there’s no ranged focus to the PrC – but still, it’s nice.

Bloodclaw Master (PrC, ToB): Just about every ability in this great 5 level PrC has “Tiger Claw or two daggers” as the weapons you have to be using for its features to operate. Earliest you can get in is level 6, but by level 8 you no longer suffer -2 on your TWFing and you’re adding your full STR bonus to the off hand weapon. And by level 9 you’re hitting with both weapons as a standard action. If you’re using ToB and you’re going with any sort of melee build, then do yourself a favour and take a look at this.

Bloodstorm Blade (PrC, ToB): The other ToB PrC for martial dagger wielders, but ranged this time. Most of the features are really directed to cartoony throwing of massive weapons, but they work pretty damn well for daggers too. Maybe the most interesting feature is Thunderous Throw, which explicitly allows you to apply x1.5 your STR bonus to damage if you’re wielding the thrown weapon with both hands, which would seem to override the general rule that light weapons can’t get that multiplier on damage. And it has its well-renowned lightning ricochet and returning weapon features.

Master Thrower (PrC, CWar): Not bad for ranged, dagger-throwing builds. Five levels, so at least you get all your sparklies in a short amount of time. BAB 5 entry, so favours martials – rangers in particular seem to be walk-ups to this class. In essence you can pull a few different tricks when throwing weapons; if there’s any particular criticism of it, it’s that it doesn’t try to funnel damage through DEX, which would make it outstanding. It also doesn’t advance sneak attack, so you are looking here at a high STR, high DEX build to get the best out of this prestige class.

Whisperknife (PrC, RoTW): Halfling-only, with four relevant-ish feats and sneak attack as prerequisites. I’d consider only staying until level 3, mainly because after that point the benefits get a bit more unfocused and the sneak attack progression drops back behind that of vanilla Rogue, but if you need more movement speed I’d think about it. Level 9 gives you the chance to flank (and only flank) from 10 feet away as if you were holding a Reach weapon, but I wonder whether it’s worth staying for that. Might be worth thinking about as the next stage after Invisible Blade.

Black Flame Zealot (PrC, CDiv): A certain curiosity here since one of the entry requirements includes Exotic Weapon Proficiency (kukri) ... but a kukri is a martial weapon, which would suggest you likely need a kaorti resin kukri here :) The class itself would qualify using something like Cleric 3/Rogue 2 or so, is 7/10 BAB, 5/10 divine casting, and adds a bit of sneak attack but not as much as straight Rogue or Assassin. I guess if you think the Assassin spell list isn't enough to work with and you've got some good evil cleric spells you'd like to use, this is the alternative.

Peerless Archer 1 (PrC, Silver Marches): "But Saintheart," I hear you cry, "it's a Peerless Archer - don't its features relate only to bows, like the Deepwood Sniper?" No. Unlike the Deepwood Sniper, which confines its benefits to projectile weapons for the most part, the Peerless Archer's abilities apply to ranged attacks. Daggers, of course, being capable of making ranged attacks. The prerequisites are mostly what you'd already take while building a throwing character (aside from 10 ranks in Craft: Bowmaking, which you'll just have to suck up), but for that you're getting a d10 hit dice, +1 to BAB and Fort bonus, and an extra 1d6 of sneak attack damage. Don't stay for anything else, though.

Nightcloak 8 (PrC, F&P, Dragon) (Note: this PrC is as distinct from the Web version (http://archive.wizards.com/default.asp?x=dnd/we/20040522a) produced for the Complete Divine web enhancement). Four feats and divine casting requirements, and it looks like the Trickery domain power is going to be a substantial assist with the skill requirements -- but either way, the feature relating to daggers is Shar's Caress, which basically says you can give a dagger - specifically - the unholy property for one round. Given the focus of the class I doubt you'll be using this much for combat, but as Shadowy McShadowface concepts go, this has lots of fun little toys along these lines.

Arcane Duelist 3 (http://archive.wizards.com/default.asp?x=dnd/re/20030224a) (PrC, Web): Arcane Duelist is is eye-bleedingly bad for most builds, but it does have one nice feature for those builds focused on precision or sneak attack delivery, mainly because it allows you to subtract from your weapon's maximum damage dice roll and add it to attack, down to a minimum of 1 point. So a +3 dagger, for example, allows you to subtract 6 from the potential damage roll and add it to the attack roll. Sure, the dagger will only hit for 1 damage ... but if you have a big load of sneak attack and Iaijutsu Focus damage sitting behind that dice, you might care a lot more about the weapon hitting than the puny d4 damage dice, and this PrC allows you to do that in 3 levels. By RAW this would also seem to include any enhancement bonuses to damage afforded by magic, say a spell like Blades of Fire. The bonus that can be afforded, though, is limited to your BAB. This also works with a daggerthrowing build, since the dagger is a melee weapon but the bonuses are applied to attacks without specifying they're ranged. And it synergises really well with something like the Parry feat above, because in that event you're not interested in doing damage at all but simply getting your attack roll as high as possible. The rest of it is not fantastic. Particularly not fantastic are the two useless prerequisite feats of Dodge and Mobility.

Order of the Bow Initiate (PrC, CWar): I wish this was a prestige class to recommend, because it has all the loopholes that make it just as useable with daggers as longbows: as with Peerless Archer, its benefits apply to ranged weapons, not to projectile weapons. Full BAB. Most of its prerequisites are ones a dagger thrower would take. Its precision damage doesn't affect anything immune to criticals, but it does outstrip sneak attack damage: you get d8s of damage, not d6, and certainly not the dagger's d4 ... and that damage can be used against pretty much any target, not just those who're flatfooted or otherwise trying to dance on marbles. The thing that lets it down, to such a point as to make you claw your own eyes out? You can only pull off the precision damage as a standard action. Not even the variant fighter Targetteer's ability to sacrifice iteratives for a better critical range saves this, because the latter only works on a full attack, not a standard attack. (About the only sort of build I can even think of as anywhere profiting from this ability might be a dagger thrower who somehow ab/uses Iaijutsu Master from Oriental Adventures by the RAW reading of Strike With No Thought.)

Ballisteer (http://archive.wizards.com/default.asp?x=dnd/psm/20030426b) (PrC, Web) The Daggerspell Mage: "I can throw daggers and get them to carry energy damage." Ballisteer: "Hold my beer." This is a psionic PrC, but it gets Throw Anything as a bonus feat. And then, on roughly every second level, it acquires an ability that can be applied to ranged thrown weapons, i.e. daggers. Such as energy damage (1d4s) added to its thrown daggers. And then the capacity to make those daggers e x p l o d e in a 10 foot radius. The only thing to watch for here is that half the Ballisteer's features apply to ammunition, which a dagger is not.

Shadow Sentinel 3 (PrC, RoD): Dagger is specifically called out as example of a slashing melee weapon that can qualify for this PrC. It’s Illumian only, but basically turns your daggers into shadow weapons. Dipping it for 3 levels isn't bad for a critfishing character, mainly because it provides the ability to make normal melee attacks into touch attacks 5 times a day and/or giving your weapons the equivalent of a keen quality a similar number of times per day, which would stack with other options such as Improved Critical or similar.

Cloaked Dancer (PrC, CSco): 5 levels, 2/5 casting, 3/5 BAB. The prereqs at least are not bad: skill ranks only. In terms of what it does, it's a fairly specific theme in that you basically do a beguiling dance and then stab people. Its sudden strike feature -- +2d6 over 5 levels -- works with sneak attack and with daggers as light weapons; making an attack while enemies are distracted by your doing the Running Man is a full-round action, is one melee attack, and renders the enemy flatfooted. For a pretty specific build, though I guess it could get funky if you have a Spelldancer in the party, since Cooperative Spelldance would allow you to participate in breaking metamagic costs.

Dervish (PrC) (CWar): Yes, you could qualify since the dagger's a melee slashing weapon, but really this PrC is directed more to slightly heavier one-handed weapons such as longsword or scimitar (it grants Cleave as a bonus feat, for example.) That said, if your build is DEX heavy, focuses in Tumble, and in particular is devoted to delivering effects reliably via dagger hit, then A Thousand Cuts could be useful for a two-weapon dagger build.

Keshen Blademaster (PrC, Dungeon 97): Yes, this is obscure, but its main focus is on two-weapon fighting with slashing weapons (and it can be used easily for single-weapon builds too). In particular it adds +1d6 bonus damage on critical hits, which increases as the levels go by to: another 1d6 at level 6, and then another 1d6 "every 4 levels thereafter" (i.e. hello Unseer Seer or Legacy Champion's abilities to advance class features past the nominal end point of the PrC.) At level 3, it gets a 1/day (Su) keen edge effect applicable only to slashing weapons. Also gets Weapon Focus for free, Superior Weapon Focus for free (+2 to attack rather than +1), and a few uses of parry, i.e. use your attack roll as your AC. Also gets Deflect Arrows, which is just cool even if mechanically not that useful! This is probably one to think about if critfishing, since the one drawback with critfishing on the dagger is that unless your STR or DEX bonuses are really impressive, you are really adding multiples of d4. This at least gives you a better damage dice.

Dread Pirate (PrC, CAdv): Really for nautical campaigns, but at least you don’t have to take TWF as well as Quick Draw and Weapon Finesse; he’s considered as having TWF already. Also a mild increase in sneak attack.

Corsair 9 (PrC, Dragon 321): The Arabian Nights Al-Qadim version of the Dread Pirate, the 9th level ability is to allow you to calculate bonus damage from DEX rather than STR. With Shadow Blade this would result in a 2xDEX damage bonus, but it's a long trip through an otherwise pedestrian PrC.

Yathchol Webrider (PrC, Und): By RAW, explicitly proficient with “daggers (all types)”. Go look up some of the exotic daggers further down, the Yathchol can apparently wield them without a problem, and they therefore would qualify either by RAW or by a broadminded DM for Exotic Weapon Master on the EWP feat at least.

Bloodsister (PrC, Dragon 298): Female drow only and fighter-oriented, but it has one or two small toys for short sword and specifically dagger users as well as a bunch of other stuff like Poison Use and combat reload on Hand Crossbows. At level 9, their critical multipliers for short sword and dagger "are increased to x3" -- which by RAW isn't as good as it sounds because that's a flat increase like kaorti resin to x4; it is not an increase in the multiplier by one step. They also get some sneak attack (total +3d6), a +1 competence bonus with attack and damage when two-weapon fighting a combination of dagger and short sword, and can throw short swords without penalty, range increment of 10 feet. Only problem being that they take 10 levels to get all of this stuff.

Aerial Avenger 4 (DrCo): Rubbish PrC, but this specific level increases range increments by 50% while flying.

Ushemoi, Hadrimoi (MM5): An interesting monster. 9 RHD and LA +4 makes it damn near impossible to play, but it has a couple of (Ex) abilities that could be utilised under Polymorph if you were headed that way. Dagger Dance allows it to move up to it's speed as part of a full attack; and Perfect Symmetry allows it to attack with up to 4 light weapons with no penalty as a full attack. Mobility and more attacks are gold to melee'ing and throwing alike.

Dark Elf (Drow) (MM): Everyone's favourite edgelords, or at least the simplest way to identify an edgelord player. The reason one could consider these guys is because their Monster entry lists Poison as their special attack, which in turn could be argued that the Venomfire spell applies to them. And in respect of drow as a race as opposed to a monster, at least in Eberron they get a couple of interesting features via the Drow-specific Long Knife, which you'll see some references to around this guide.

Harvester Devil (Falxugon) (FC 2): A Falxugon's ichor-soaked dagger imposes a DC 20 Will save or take a -2 to attack rolls, checks, and saves for 24 hours or until the target goes and thumps a do-gooder. It's a (Su) ability, though, so you're likely looking at the Assume Supernatural Ability feat to pick it up.

Brood Monkey (Web (http://archive.wizards.com/default.asp?x=dnd/fw/20041126a)): LA +2, 2 Racial Hit Dice. A Brood Monkey can flurry with any simple weapon, which would include the dagger.

Gloom (ELH): 25 HD, so just at the top limit of Shapechange if you can get the CL to 25. And armed with really epic, non-artifact daggers: +10 keen human dread daggers in its hands, which are a +5 keen dagger ifor anyone else ... and indeed that's the only treasure the monster has.

Fleshraker (d20 Modern Menace Manual):

Wounding Weapon (Su): Any slashing weapon wielded by a fleshraker can inflict terrible wounds that bleed profusely. In addition to the normal damage the weapon deals, the target takes 1 point of damage that round and each subsequent round from bleeding. Multiple wounds from a wounding weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). A successful Treat Injury check (DC 15) or the application of any cure spell stops the bleeding. The weapon does not retain this ability outside the grasp of a knife fiend, although any bleeding wounds it has inflicted continue to bleed if the fleshraker is disarmed.

Saintheart
2019-08-31, 01:56 AM
Spells and Psionic Powers

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Mending (PHB) (Cantrip): Weld broken metallic objects such as “a slender dagger”!

Absorb Weapon (Assn 3) (CAdv): Conceal a light weapon literally under your your skin. Also imparts a feint as a free action with it, at a +4 on the Bluff check.

Ice Dagger (SpC) (Sor/Wiz 1): It’s an ice dagger created by the spell that launches itself as a thrown splash weapon and takes a ranged touch attack to hit.

Ice Knife (SpC) (Assn 2, Sor/Wiz 2): 2d8 plus DEX damage, and it hits by a normal ranged attack with a +2 for every 2 caster levels. So in part it depends on your throwing skills.

Flame Dagger (SpC) (Sor/Wiz 2): Persistable, it’s a 0-feet range spell! Creates a bladelike beam that you can wield “as if it were a dagger”! Attacks with melee touch attacks, 1d4+CL damage (max +10)! STR bonus doesn’t apply to the damage ... but it might still serve as a dagger for Daggerspell Mage!

Shadow Dagger (Shackled City AP) (Sor/Wiz 3, Brd 3): 0 feet range spell, persistable! Weapon can be wielded "as though it was a real masterwork dagger", which likely means your feats apply to it. When hit with it, it does at least dagger damage and, if the target fails a Will save, +1d6 damage per caster level to a maximum of 10d6. Consider Fell Drain in combination with this, the spell creates a weapon that deals damage whether the Will save succeeds or not! Also consider that this spell (and Flame Dagger, above it) don't contain any indication that the weapon can't be thrown as any dagger can. Combining this with Ranged Attack of Opportunity could be pretty meaty.

Blades of Fire (SpC) (Rgr 1, Sor/Wiz 1): 1 round, but Persistable. Either way, whack 1d8 fire damage on your weapons. Stacks with everything else, including other fire damage by RAW, and since it applies to ‘your melee weapons’, you can likely apply it to Flame Dagger above.

Curse of Arrow Attraction (PHB 2) (Rgr 2, Clr 3, Sor/Wiz 3): Target takes -5 to AC against any ranged attack, specifically including thrown weapons.

Hurl (SpC) (Sor/Wiz 2): Cheap way to get a returning weapon. Throw it, it comes back and hovers near you for a round.

Bladebane (UE) (Pal 2, Clr 3, Sor/Wiz 4): Impart bane to any single bladed weapon.

Bloodletting (Assn 1, Hex 1) (CMage): Light weapon you cast this on makes its targets bleed 1d6 hitpoints for 3 rounds.

Accuracy (CArc) (Warmge 1, Wu Jen 1) Range increment for a thrown weapon is doubled. Daggers only get 10 feet. Consider in conjunction with Far Shot.

Persistent Blade (SpC) (Sor/Wiz 1): Spiritual Weapon: “I conjure a weapon of force that hits people independently of my caster.” Persistent Blade: “Hold my beer.” The blade attacks with BAB + half INT or CHA, but if an “ally” also attacks its target, the blade moves on your turn to “flank the target”. Hello sneak attack damage to you from your friendly phantasmal dagger, since in most cases you count as your own ally!

Daggerspell Stance (Spc) (Drd 2, Sor/Wiz 2): Paid advertisement for the Daggerspell Mage and/or Daggerspell Shaper PrCs. While the spell is active, grants +2 insight bonus on attack and damage rolls on a full attack with daggers specifically. If fighting defensively, gain SR 5+CL. If using total defense, gain SR 5+CL and DR 5/magic.

Spectral Weapon (SpC) (Assn 3, Bard 4, Sor/Wiz 3): Make a shadow weapon of a weapon you are proficient with, and which hits via melee touch attacks – but which also has a Will save to disbelieve it, in effect. Persistable as a 0 foot spell.

Steeldance (SpC) (Sor 3/Wiz 3): Two daggers you hold float and attack opponents who come near. Their attack bonus is CL+ability modifier. Damage is 1d4+INT or CHA. Got a couple of spare daggers, as everyone should have? Put them to work!

Ring of Blades (CArc) (Clr 3, Warmage 3): Slightly less impressive version of Blade Barrier.

Spiritual Weapon (PHB) (Clr 2, War 2): Weapon of pure force appears, takes the form of your deity’s favoured weapon, yada yada yada. Of note is that this weapon has 1d8 damage dice rather than 1d4.

Cloud of Knives (PHB 2) (Clr 2, Sor/Wiz 2) Magic knives appear and make ranged attacks once per round within 30 feet, attack roll is CL+your casting stat. Hits do 1d6 +1 per 3 CLs, crit on 19-20.

Whirling Blade (SpC) (Bard 2, Sor/Wiz 2) Just skip all those levels in Bloodstorm Blade and hurl your dagger with your INT or CHA bonus on attack and damage rolls. It specifically includes any bonuses you have from ability scores or feats.

Weapon of the Deity (SpC) (Pal 3, Blk 3, Clr 3): If you’re holding your deity’s favoured weapon (a list of those who like daggers is further down), it gets a +1 enhancement bonus to attack and damage and a special ability. The enhancement bonuses increase with higher caster levels.

Blade Storm (SpC) (Rgr 3): Works on all melee weapons, and a dagger is a melee weapon. Pretty solid if you’ve got a lot of enemies around you – minimum 2 attacks on all creatures in range, which is handy if you can combine it with an increased reach.

Black Bag (BoVD) (Assn 1, Sor/Wiz 1): for 24 hours, you have a bag full of torture implements including "knives, scalpels and other instruments". No good for throwing builds because the items disintegrate if they leave the caster's possession, but if you really, absolutely need a small edged weapon, and the DM goes for it ...

Knife Spray (DoTF) (Clr 2): Not really knives as such, but it's a spray of untyped 1d6 damage. 3.0 material.

Blade of Blood (PHB 2): +1d6 damage on the next attack; caster may spend 5 hp to increase this damage to 3d6.

Cursed Blade (SpC): wound from a weapon can't be healed until the remove curse spell (or some similar effect); slain creature can't be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.

Align Weapon (http://www.d20srd.org/srd/spells/alignWeapon.htm) - there are creatures with not just DR, but even Regeneration keyed on alignment, so you may be unable to CdG them without this spell

Bane Weapon (Dragon #279) - gives temporary Bane (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#bane) weapon special ability

Blade Thirst (SpC) (Rgr 3): Just a +3 enhancement bonus to a slashing weapon. Not bad at all.

Bladeweave (SpC) (Brd 2, Sor/Wiz 2): If you hit someone with your weapon, as a swift action make them save against being Dazed - once per round, mind you!

Bless Weapon (http://www.d20srd.org/srd/spells/blessWeapon.htm) (PHB) (Pal 1): Grants a +1 enhancement bonus and automatically confirms critical hits (though Vorpal is shut down by it, so no heads rolling I'm afraid). The spell is not as available as you might think - regular clerics don't get it, though it is on the Glory domain list.

Profane Weapon (Dragon #312) - an Evil version of Bless Weapon

Body Blades (SpC) (Clr 2): You body sprouts blades which you're proficient with and which count as light weapons. Somebody's been reading Dan Simmons' Hyperion series.

Brilliant Blade (SpC) (Sor/Wiz 6, Drd 7, Clr 7): Give one of your melee or thrown weapons the Brilliant Energy quality.

Curse of Impending Blades (SpC) (Brd 2, Rgr 2, Sor/Wiz 2): Target takes -2 to AC. The fluff text has daggers flying around.

Disrupting Weapon (http://www.d20srd.org/srd/spells/disruptingWeapon.htm) (Clr 5): Stop messing around with all that Gravestrike and Truedeath foolishness and just have your weapon blow up undead on a hit and a failed Will save.

Honorable Weapon (Dragon #318) (Sha 2, Soh 2): Out of the Dragon 3.5 revision of Oriental Adventures, your weapon becomes honourable and bypasses the DR of dishonourable creatures, mainly undead. Never thought the dagger was a terribly honourable weapon, but hey.

Luminous Assassin spell line (PHB 2) - Luminous Assassins are armed with masterwork rapiers, but the spell's Focus is "A serrated dagger."

Magic Weapon (http://www.d20srd.org/srd/spells/magicWeapon.htm) - obvious, but worth mentioning.

Magic Weapon, Greater (http://www.d20srd.org/srd/spells/magicWeaponGreater.htm) - as above.

Poison Weapon (Dragon #304) - both as a spell, and as psionic power. That said, the poison you deliver is the poison coming from your natural attacks.

Rusted Blade ([CMage) (Assn 3, Drd 3, Sor/Wiz 4, Wu Jen 4): Make your weapon give people tetanus. All right, all right, filth fever, but you can at least make them save again every time they get hit with the weapon.

Silvered Weapon (Dragon #340) (Clr 1, Rgr 1, Sor/Wiz 1): As you'd guess, weapon is a silver weapon for DR and does +1d4 damage to shapechangers.

Steelsting (Dragons of Faerûn) - "You create a brief maelstrom of daggerlike, flying darts of force that spin, slice, and rebound within the area."

Tune of the Dancing Weapon (Dragon #335) - Dancing (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#dancing) weapon special ability for 4 rounds

Vestigewrack (Tome of Magic) - "You hold the curved dagger aloft, and as you slice it through the air at the incorporeal creature before you, you speak words of power that remind it of the life it once had, and the pain of its loss."

Weapon Shift (Dragon #275) - for 5 minutes/level allow to transform any nonmagic melee weapon into other nonmagic melee weapon of the same size or smaller


Telekinetic Boomerang (Kin 3, PsyWar 3): Returning, v.2.0. Throw a dagger, it returns to your hand immediately following the resolution of the attack for a further throw, unlike Returning which only gives you your dagger back at the beginning of the next round.

Perfect Archery (PsyWar 2): No AoOs while firing ranged weapons. Forget Order of the Bow Initiate's standout feature.

Dissolving Weapon (http://www.d20srd.org/srd/psionic/powers/dissolvingWeapon.htm)

Metaphysical Weapon (http://www.d20srd.org/srd/psionic/powers/metaphysicalWeapon.htm)

Prevenom Weapon (http://www.d20srd.org/srd/psionic/powers/prevenomWeapon.htm)

Truevenom Weapon (http://www.d20srd.org/srd/psionic/powers/truevenomWeapon.htm)

Weapon of Energy (http://www.d20srd.org/srd/psionic/powers/weaponofEnergy.htm)



Maneuvers and Stance Suggestions

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Basically every Tiger Claw and Shadow Hand maneuver and stance ever?

Seriously, the dagger is an associated weapon of the Shadow Hand school … and two daggers wielded together might as well be an associated weapon of Tiger Claw, as we’ve seen with Bloodclaw Master. As schools, Shadow Hand favours stealthy rogue tactics and defences, Tiger Claw favoursGAAAAAAAAARRRRRGGGH DOUBLE STABBY DEATH, Raging Mongoose being the exemplar of that. There isn’t much specifically directed to daggers as such in these two schools, but the advantages of the various maneuvers out of these two schools just don’t need any further elaboration. If there is a slight preference, it would reside only in the fact that the Shadow Blade feat requires knowledge of one Shadow Hand stance to get DEX to damage. But generally it’s pretty hard to pick wrongly from Tome of Battle. Other maneuvers to look for are those that make you move further or faster, or those that ramp your damage past the maximum that your weapons could do (e.g. Concentration checks in place of your piddly d4 damage dice and so on.) And when you read the fluff of Tome of Battle, someone focusing on daggers and focusing on Shadow Hand and Tiger Claw is entirely thematic given the way the Nine Swords were lost to the world.

Out of other schools, Setting Sun and Stone Dragon don’t have a lot to offer daggers, apart from the following:

Giant Killing Style (Swordsage 3, Setting Sun): +2 to attack, +4 to damage vs. targets bigger than you. Halfling dual-wielders benefit from this for obvious reasons. It at least counters TWF penalties and gives you a decent damage boost.

Giant’s Stance (Swordsage 5, Crusader 5, Warblade 5, Stone Dragon): As long as you stand still, do damage as a larger creature. We have to get over those d4 damage dice somehow if we don’t have sizing enhancements or other cheesy stuff to use.

Iron Heart and Diamond Mind have a few gems (heh heh):

Sapphire Nightmare Blade (Swordsage 1, Warblade 1, Diamond Mind): Concentration check against the target's AC. If successful, target is flatfooted against your attack and you do an extra +1d6 damage.

Quicksilver Motion (Swordsage 7, Warblade 7, Diamond Mind): Full movement executable as a swift action – i.e. it sets you up for a full attack smack.

Time Stands Still (Swordsage 9, Warblade 9, Diamond Mind): Two full attacks in one round. Do I need to say anything else?

Lightning Recovery (Warblade 4, Diamond Mind): Reroll a missed attack with a +2 bonus. Handy for dual wields mainly because you’re invariably rolling at a -2, so this at least counters that penalty for one strike.

Mithril Tornado (Warblade 4, Iron Heart): A melee attack on every target in range. Maybe not as good as the Ranger spell Blade Storm, but it still gives you the benefit of TWF on a full attack against multiple opponents without having to suck up the -2 on each strike, since it bypasses TWF as such.

Scything Blade (Warblade 7, Iron Heart): Free attack on another opponent after you hit someone. As with Mithril Tornado, anything that bypasses the -2 from TWF is great.

Punishing Stance, (Warblade 1, Iron Heart): +1d6 to all attacks, -2 to AC. TWFing generally involves maxing potential damage on multiple strikes rather than going with a single head-caving strike after a Power Attack; this is a TWF parallel given a charge imposes a -2 to AC.

Saintheart
2019-08-31, 01:58 AM
Deities with Dagger as favoured weapon

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Abbathor NE (Dwarf, Evil, Greed, Luck, Madness, Pact, Sin-Avarice, Trade, Trickery)
Alobal Lorfiril CG (Chaos, Good, Magic, Trickery)
Anshar NE (Evil, Magic, Trickery)
Aphrodite CG (Chaos, Charm, Good, Luck, Protection, Trickery)
Baravar Cloakshadow NG (Gnome, Good, Illusion, Magic, Mind, Protection, Trickery)
Bhaal LE (Death, Destruction, Evil, Retribution)
Blood of Vol, The LE (Death, Deathbound, Evil, Law, Necromancer)
Brandobaris TN (Celerity, Halfling, Luck, Sin-Avarice, Sin-Sloth, Travel, Trickery)
Cat Lord, The CN (Chaos, Travel, Trickery)
Dallah Thaun CN (Chaos, Knowledge, Luck, Trickery)
Dalt CG (Chaos, Good, Liberation, Protection, Travel, Trickery)
Deneir NG (Good, Knowledge, Patience, Protection, Rune)
Diirinka CE (Chaos, Destruction, Domination, Dream, Dwarf, Evil, Madness, Magic, Suffering, Trickery)
Elder Elemental Eye (aspect of Tharizdun) NE (Air, Chaos, Earth, Evil, Fire, Madness, Water)
Estanna NG (Community, Good, Protection)
Evening Glory TN (Chaos, Charm, Good, Magic, Protection)
Fenmarel Mestarine CN (Animal, Chaos, Elf, Plant, Travel, Trickery)
Gabija NG (Fire, Good, Healing, Protection)
Gargauth LE (Charm, Corruption, Evil, Law, Sin-Avarice, Sin-Envy, Sin-Pride, Sin-Sloth, Trickery)
Hanali Celanil CG (Chaos, Charm, Community, Domination, Elf, Good, Magic, Nobility, Pleasure, Protection, Sin-Lust, Zeal)
Hecate NE or LE (Creation, Evil, Knowledge, Magic, Travel, Trickery)
Hestia NG (Community, Good, Healing, Luck, Protection)
Hiddukel CE (Evil, Treachery, Trickery)
Istus TN (Celerity, Chaos, Destiny, Knowledge, Law, Luck, Mind, Oracle)
Jurate CG (Healing, Luck, Travel, Water)
Katay LN (Destruction, Knowledge, Law, Oracle, Repose, Rune)
Kiaransalee CE (Chaos, Death, Drow, Evil, Madness, Pestilence, Retribution, Sin-Envy, Sin-Pride, Undeath)
Kuroth CN (Chaos, Luck, Trickery)
Leira CN (Charm, Illusion, Spell, Trickery)
Linara TN (Emotion, Knowledge, Magic, Trickery)
Loki CE (Chaos, Destruction, Evil, Fire, Trickery)
Lolth CE (Chaos, Darkness, Demonic, Destruction, Domination, Drow, Evil, Oracle, Pestilence, Portal, Portal (alt), Sin-Envy, Sin-Lust, Sin-Pride, Sin-Wrath, Spider, Trickery, Vile Darkness) - favoured weapon is listed in Faiths and Panthons as a dagger.
Meyanok NE (CE) (Animal, Destruction, Evil, Pestilence, Trickery)
Mictlantecuhtli LE (NE) (Death, Destruction, Evil, Law, Mysticism, Pestilence, Tyranny, War)
Mouqol TN (Knowledge, Pact, Sin-Avarice, Travel, Trickery)
Nessek TN (Destruction, Fire, Magic)
Norebo CN (Chaos, Competition, Courage, Luck, Trickery)
Quetzalcoatl LN (Air, Animal, Domination, Knowledge, Law, Protection, Sky)
Roknar NE (Destruction, Earth, Evil, Trickery)
Savras LN (Destiny, Fate, Knowledge, Law, Magic, Spell)
Shekinester TN, CE, and LG (Chaos, Destruction, Evil, Fate, Good, Knowledge, Law, Magic, Mind, Oracle, Protection, Renewal, Scalykind, Spell)
Syrul NE (Domination, Evil, Knowledge, Mind, Trickery)
Tezcatlipoca CE (Chaos, Destruction, Evil, Knowledge, Magic, Trickery, Sun)
Tharizdun NE (Air, Chaos, Destruction, Dream, Earth, Evil, Fire, Force, Knowledge, Madness, Rune, Sin-Avarice, Sin-Envy, Water) - favoured weapon is a 'check toee' in Complete Divine, a curved dagger in Dragon 294, and a dagger in Lords of Madness.
Umberlee CE (Chaos, Destruction, Evil, Ocean, Sin-Envy, Sin-Gluttony, Sin-Pride, Sin-Wrath, Storm, Water) - favoured weapon is dagger or trident
Usamigaras CN (Healing, Magic, Trickery)
Vecna NE (Destiny, Dream, Evil, Knowledge, Madness, Magic, Mind, Oracle, Planning, Portal, Portal (alt), Sin-Pride, Tyranny)
Wee Jas LN (LE) (Death, Domination, Inquisition, Law, Magic, Mind, Patience, Planning, Portal, Portal (alt), Repose, Sin-Pride, Tyranny)
Zagyg CN (CG) (Chaos, Knowledge, Madness, Magic, Trickery)
Zilchus LN (City, Knowledge, Law, Mind, Pact, Trickery)


As said further up, note that the War domain with its potential free Weapon Focus in dagger only comes up once: under Mictlantecuhtli. I say potential because a dagger isn't a martial weapon: it's a simple weapon, which by RAW excludes it from being the subject of the War domain power. On the other hand, useful stuff like the Knowledge, Travel, Magic and Spell domains show up frequently. It’s also a lot easier to pull Law and Evil domains out of this lot, because many of them seem to be down the deep end of the alignment pool.

Saintheart
2019-08-31, 01:59 AM
Weapon Qualities

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- Close-Fighting Blade (RoTW): Applied to any one-handed melee weapon with a hilt, haft, or pommel: basically, flick out a blade “equivalent to a dagger” as a free action and then attack with -2 on the original weapon and the extended blade. Weapon doesn’t count as a double weapon. Typically used when wielder has been grappled or swallowed, because the damn thing just doesn’t make much sense otherwise. Yo dawg, I herd you liek daggers, so we put a dagger in yo dagger so you can shank while you shank…

- Razor Sharp (Dragon 358): added for a flat 1,000 gp, you get a +1 damage on a masterwork weapon without it becoming a magical weapon. Can only be applied to bladed slashing weapons, and given that d4 damage dice, you’re gonna need every point. And yes, it stacks with the +1 to damage you get from eventually making it a magic weapon.

- Fierce (A&EG): dump DEX bonus from AC into damage. Would likely stack with Shadow Blade. +2 bonus.

- Speed (PHB): +3 bonus, which is pretty expensive for what it grants: one single extra attack per round at your highest bonus, which doesn’t stack with haste.

- Distance (DMG): +1 bonus to double the range increment of your weapon. Particularly effective if you've used stuff like Ranged Weapon Mastery and Far Shot to increase your dagger's range increment by flat amounts and then double using this.

- Keen (DMG): double your threat range, which would make your daggers impose critical threats on 17-20.

- Stalactite (Und): Critical Hit TURNS THE TARGET TO STONE (Fort DC 19 save). +3 bonus.

- Sudden Stunning (PHB 2): It's a flat +2,000 gp that keys off CHA for the number of uses per day. Why are we trying to emulate a monk? Because, notwithstanding that many creatures in the world are immune to stun, a stunned target has one crucial characteristic: it loses its DEX bonus to AC, which means a rogue's sneak attack damage applies. If your DM is really kind, he'll allow you to make this roll before you decide whether sneak attack damage applies to the hit or not.

- Torturous (Ghostwalk): +1 for a DC 12, +2 for a DC 17, but it's a stunning effect which isn't limited to a number of uses per day. Useful for spamming attacks in particular since that damn monster's gotta roll a natural 1 sometime...

- Spellstrike (MIC): For a +1 bonus, transfer the weapon’s enhancement bonus as a bonus on saving throws against spells and spell-like abilities. Not bad for gishes!

- Warning (MoF): Uncanny Dodge in a weapon. Now you can go and trade out that Rogue class feature for something else. NB: The MIC version nerfed it significantly down to a +5 insight bonus to Initiative checks as long as it is held, albeit the price is still a +1.

- Deadly Precision (CAdv): +2 bonus, but +2d6 damage when you make a successful sneak attack – though it explicitly does not give sneak attack to someone who doesn’t already have it. NB: Good old MIC nerfed this one as well: a +1 bonus, and only adds +1d6 damage on a successful sneak attack or sudden strike.

- Deceptive (Dragon 358): A deceptive weapon grants a +4 bonus on Sleight of Hand checks to hide or otherwise disguise the weapon. Flat +800 gp cost, this could be very useful for flat-footing builds where you have to conceal your weapon during combat.

- Grasping (AEG): +2 bonus, but grants a +2 circumstance bonus on trip and disarm attempts, and disarm attempts don’t provoke attacks of opportunity. However, this is still a trap for disarm attempts because when you're wielding a light weapon, you take a -4 on the opposed check to disarm.

- Blurstrike (RoTW): Pricey at a +2 bonus, but the first attack with such a weapon is made as if the target were flat-footed ... ten times per day under the MIC version.

- Shadowstrike (MIC): For once the MIC provides an ability with a flat gp bonus! Okay, it's +5,000 gp, but 1/day, your weapon reaches 5 feet further than normal and denies the target its DEX bonus to AC.

- Martial Discipline (ToB): +1 bonus, but if you know and are using a Shadow Hand stance, it’s just a free +3 to attack rolls all the time. For bonus hilarity, build a Tiger Claw Shadow Hand martial discipline dagger, use a Tiger Claw maneuver in a Shadow Hand stance, and your attack rolls are at +7.

- Serrated (Dragon 358): bleed ‘em on a critical hit! Yeah, it’s a flat +600 gp to add it, and it’s not much, but if you’re critfishing, this could be fun.

- Wounding (PHB): Or hey, let's just bleed 'em 2 points per round on any successful hit we make, for a +1! (Well, assuming we're in 3.0. In 3.5, it's CON damage instead).

- Greater Wounding (MM2): This is definitely 3.0, and it appears only in the entry for the Kelvezu Demon. It cost a +4 bonus, and the MM2 update to 3.5 changed it to CON damage as with Wounding.

- Implacable (MIC): And here's where the 2 hitpoints per round bleeding went in 3.5. Only lasts 5 rounds, but cumulative hits add additional bleeding.

- Returning (PHB): +1, but there are cheaper Weapon Crystals that will allow you to instantly retrieve your hurled daggers.

- Rusting (Shining South): +1 bonus to rust out a metal object you hit. If you can get your DM to agree that every time you miss a shot, you hit the enemy’s armour, this could be a really ROFLMAO option to pursue … though it’ll be quickly followed by enemies with Natural Armor all over them.

- Agility (OA): Flat gp costs for your weapon to give a +2, +4 or +6 resistance bonus on Reflex saving throws. Beats Lightning Reflexes, anyway.

- Accurate (DoTU): +1 bonus, but when you miss, you get a +2 circumstance bonus on your next attack roll. So this’ll serve to make your primary hand attacks more accurate, since we can expect the off hand will miss more.

- Last Resort: No -4 for attacking with a weapon while grappling, and you do +1d6 for every size category the grappler is bigger than you. +1 bonus. But if you’re grappled you’re unlucky anyway or your DM is a certified genius because he understands and uses the Grapple rules.

- Assassination (Cityscape): +1d6 to damage when you hit with a sneak attack, and some buffs to poison DCs.

- Berserker (+1; Dungeon #137): When the wielder is raging, a berserker weapon's enhancement bonus increases by +2. If wielding two daggers, going Bloodclaw Master, and with a level of barbarian, maybe... or there's always Lunar Rogue (Dragon 340) which gets Rage...

- Dementia (+2; Dungeon #116): target must make a Will save, or be confused for 7 rounds. The only relevant thing Confused does is mean the opponent doesn't make AoOs against you unless they're already attacking you.

- Nervewrack (+1; Dungeon #105): on a critical hit, victim for 1d4 rounds suffering -2 penalty on AC, attacks, Ref saves; speed is halved, and casting spells required Concentration check.

- Nightforged (+1; Dragon #359): creature killed by this weapon can't be brought back from the dead by any means short of a wish, miracle, or true resurrection spell.

- Orcblood (+1; Dungeon #118): In the hands of an orc or any creature with the orc blood quality, an orcblood weapon's enhancement bonus increases by +1, and the wielder gains a +1 luck bonus on all saving throws.

- Silent Strike (+1; Dragon #330): Target must make a Will save, or be silenced for 4 rounds.

- Spireshard (+3; Dragon #315): A weapon with the spireshard quality has a miniscule shard of the spire at the center of the Outlands embedded in it somewhere. When struck be it, target must make a Will save, or be unable to use spells and SLA for 1d4 rounds.

- Truebane (+3; Dragon #345): The weapon works as bane (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#bane) weapon vs the same creature type as the wielder. But if wielder strike with it creature of another type, then - at the end of the round - bane will be "re-attuned" to the target's creature type, and stays this way until the end of the next round (in case of multiple targets - only the last hit is matter)

- Feycraft (DMG 2): If you're aiming for delivery of effects rather than damage dice, then for 1500 gp you might well want to look at this quality. A Feycraft weapon weighs 10% less than its orthodox version, and does damage as one size smaller. The most significant difference, though, is that if you're wielding a light Feycraft weapon, you use DEX in place of STR on the attack rolls. This results in an overall drop in damage of about -0.5 points, but given you're only doing 1d4, you might not care ... especially if you're taking Shadow Blade from ToB and therefore don't need to get Weapon Finesse as well.




Special Materials

Kaorti Resin (Web): Specifically increases the critical multiplier of a slashing or piercing weapon to x4. Not an increase by 1 step, increase to x4, at least by RAW. However, it then turns that weapon into an exotic weapon.

Vakar (Dragon Magazine Annual 5): +1 to damage, and +2d6 damage specifically to elves. Because elves are just jerks. Could be useful for a drow campaign.

Lenear (Dragon Magazine Annual 5): This would take a DM who's either open-minded or has a good sense of humour, but Lenear Wood has one quality it imparts to "ranged weapons": an increase in range increment of 10 feet, which is doubling the standard dagger's range increment of the same amount. At least that's what the table says. The text of the article, of course, has to go and spoil our fun by saying "Ranged weapons such as spears and arrows constructed from lenear enjoy a 10-foot bonus to their range increment". You might argue to your DM that lenear's main quality is that it weighs less than normal wood, and therefore makes the knife travel a lot further...

Baatorian Green Steel (FC 2): +1 to damage, explicitly stacks with magical enhancement bonuses.

Starmetal (CArc): Equivalent to adamantine for all purposes, and does +1d6 damage against extraplanar creatures while on the Material Plane. Costs 5k more than a normal weapon.

Blood Obsidian (Dragon 319): Basically, you can make a stone knife with it. Why? Because you can then go and coat it in Green Slime (http://www.d20srd.org/srd/dungeons.htm#slimesMoldsAndFungi) (PHB) which does nothing to stone and horrible things to people who touch it - it eats away all flesh and organic material. (Special acknowledgments to ShurikVch for this gleefully grotesque suggestion!)

Deep Crystal (PHB): Basically it's temporary bane for psionic weapons, and at high levels, you've got more than enough power points to use it frequently. In theory, as an inorganic substance, Deep Crystal could also be used for the Green Slime trick mentioned above - just watch out for cheerless DMs out there who point out that crystals in real life can be made from organic compounds (https://www.researchgate.net/post/How_to_check_if_crystals_are_organic_or_inorganic_ compounds), and rule that Deep Crystal is some sort of organic compound just to stop you having your fun.

Riverine (Stormwrack) - riverine dagger costs the same as +1 dagger, but hits Incorporeal creatures with no miss chance, and even able to cut creatures who are on Ethereal Plane

Thinaun (Complete Warrior) - one more way to ensure killed enemy stays dead, and also - way to catch a soul

Saintheart
2019-08-31, 02:00 AM
Specific Daggers of Interest

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Acid Fang Dagger (AEG) - +1 dagger which deals +1d6 acid damage with each hit; also, because this weapon was never updated to 3.5, it allow to cast Animal Friendship 1/day - but only on snakes or reptiles, and only up to 8 HD (Megaraptor (http://www.d20srd.org/srd/monsters/dinosaur.htm#megaraptor) :smallwink:); in 3.5 terms it may mean non-scaling Animal Companion; also, continuous Speak with Animals (which works only on reptiles).

Dagger of Defense (CAdv) - +4 defending dagger; "as long as a character holds a dagger of defense in his off hand, he cannot be flanked" - which, by the Glossary (http://archive.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_flank&alpha=), means enemies are can't be on another side of the dagger's user, if he already threatened :smallamused:

Dagger of Defiance (MIC) - this +1 dagger grants +3 bonus on saves vs enchantment and fear effects.

Dagger of Lifekeeping (DMG 2) - this +1 defending dagger grants +2 bonus on all saves, and once per 24 hours gives 1d10+10 temporal hp to anyone who draws it (hp lasts for 10 hours).

Frost Shard Dagger (AEG) - magical "big brother" of Ocanthus Knife below, on successful attack it bursts in 5' radius, causing everybody 3d6 cold damage (Ref for half, but original target wouldn't get that save).

Grasping Dagger (AEG) - that +3 keen punching dagger, essentially, gives you Improved Grab with itself (except it's Size-independent), and could be used in grapple without the Knifefighter feat, or Last Resort enhancement.

Spider Fang (MIC) - +1 dagger can quickly cut through webs (magical or otherwise) without getting stuck: as a move action, you can cut through a web entangling you or another creature, move through webs created by a web spell at half your normal speed, and - 1/day - allot to create freestanding cobweb curtain 10'x10' (which doesn't blocks movement, but give concealment, and collapse from a touch, causing 2d4 acid damage).

Viperfang (Waterdeep): +2 corrosive assassin's dagger of venom, Poison 1/day, and +1 DC on Death Attack.

Dagger of Torment (Dragon #322): +1 keen dagger, and with every successful hit it force victim to make a Will save or suffer from a "dreadful vision" (makes the victim dazed for 1 round); also, 1/day, when successfully hit and dazed somebody, the dagger's wielder can bestow curse on the victim, causing permanent -4 penalty on all attacks, saves, and checks.

Hand of the Creator (Dragon #328): +1 keen punching dagger, which - if wielded by an elf or half elf - cause extra 1d4 damage, and - on any creature without elven blood it strikes - force victim to make a Will save or be cursed: permanent faerie fire (http://www.d20srd.org/srd/spells/faerieFire.htm) effect, and permanently shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken).

Handspur (Dungeon #119): this thing - if handled with bare hands - will make +5 touch attack, and - if successful - bite off two middle fingers and burrow into hand on their place. Works like a punching dagger which can't be disarmed. Can store up to 6 doses of poison, which would be automatically injected on a successful attack (1 dose/attack), and there is no risk of self-poisoning while loading it with venom. Can be improved by adding additional magical properties. Users of Handspur are suffering -2 penalty on Disable Device, Forgery, Open Lock, and Sleight of Hand checks.

Dagger Obelisk (Dungeon #112): can be created by a ritual described in the Tome of the Black Heart (major artifact); functions as +5 dagger; if thrust into fertile ground, Dagger Obelisk is consumed, 30'x8' plant stalk appears, and near the front of the stalk is grotto which is, in fact, a portal to the host City of the Elders.

Acrola, Watchful Tooth of Ashardalon (Dungeon Master's Guide): intelligent item; +5 keen dagger; 10 ranks in Listen and Spot; Zone of Truth, Slow, and Clairvoyance - 3/day each

Agony Sais (Dragon #356): +2 silver sai (always sold in pair); if left in the wound, victim suffers 1d6 damage per sai each round and slow (http://www.d20srd.org/srd/spells/slow.htm)ed; to remove the sai is standard action, and both must be removed to end the slow effect.

Cheldaorn Katar (Player's Guide to Faerûn): +1 punch dagger; functions identically to a Dagger of Venom.

Claw Gloves (Magic Item Compendium): part of Garb of the Hunting Cat item set, they're count as a pair of +1 punching daggers, except user still able to hold another weapon (or do anything else which need free hands) while wearing them. And can do two claw attacks on charge or Spring Attack (with usual TWF penalties, and not cumulative with other sources of extra attacks). If you also have another piece of the set, you would be able to Rend with Claw Gloves.

Dagger of Chaos (Magic of Faerûn): +5 dagger; any time dagger successfully hit a creature and inflicted damage, the dagger's wielder polymorpfs into a random creature (DM choice); polymorpf lasts until the next hit of the dagger; if new form is unable to use daggers, then its primary natural attack have the same effect; discarding the dagger wouldn't end the polymorpf effect.

Dagger of Entry (Arms and Equipment Guide): +1 dagger, which allow to use Knock, Find Traps, and Detect Secret Doors (all three are 1/day, at CL 9)

Dragontooth of Lareth (Dragons of Faerûn): +1 flaming burst dragonfang dagger, and allow to use Guidance (http://www.d20srd.org/srd/spells/guidance.htm) 1/round as a swift action.

Ioun Blade (Arms and Equipment Guide): +1 dagger which have socket for Ioun Stone (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#iounStones). (Why the slot for a slotless item? :smallconfused: To use it while disguised?) (Ed: Probably because an ioun stone can be grabbed off you or struck with a weapon, though it's hard to do so and you have a jerk for a DM. Dates back to the 2.0 days when Ioun Stones were far more powerful and which did things to the daggers they were installed in. I fondly remember Ren o' the Blade in Pool of Radiance had two daggers which would have qualified as Ioun Blades, which were named Left and Right. Ahhh, Pool of Radiance, gateway drug to Dungeons and Dragons...)

Nightblade (Lords of Darkness): +1 dagger; vs. Good opponent, count as +2, and - on hit - opponent need to make a Will save, or suffer 1 point od random ability damage.

Sacrificial Knife (Book of Vile Darkness): +1 dagger, and +3 on Knowledge (religion) for sacrifices with the dagger

Sacrificial Knife (Dragon #336): No, the other sacrificial knife. -2 on normal attacks, but if used in a coup de grace attempt, wielder gets benefit of casting death knell on target creature.

Spectral Dagger (Magic Item Compendium): bladeless hilt; when grasped, ghostly "blade" appears; has no enhancement bonus (and can’t be imbued with one); attacks with it are touch attacks; deal no damage, but target creature is affected with Chill Touch (http://www.d20srd.org/srd/spells/chillTouch.htm)

Viper Dagger (Magic of Faerûn): +2 dagger, which - 1/day - can turn into a Small Viper under the control of the dagger's owner.

Viperblade (Magic Item Compendium): this +1 dagger have 5 charges; spending 1 or more charge envenom the blade for the next attack; poison does 1d6 Con damage, and save DC depends on number of spent charges

(Special thanks to ShurikVch for the above - and for formatting them for inclusion ahead of time :) )

Umbral Awn (ToB): It's a Legacy Weapon, but because it comes from outside the actual Weapons of Legacy book, it's at least worth a look. Leaving aside the most obvious suite of abilities - extra sneak attack and ghost touch - it also adds (at fairly high levels) invisibility at will, +4 on flanks rather than +2, Hide from flatfooted opponents to some extent, and finally becoming incorporeal. The problem with it is the drawbacks to unlock all of this: eventually a total of 12 hitpoints, -10 on your Fort saves, and -3 on your attack rolls.

Dagger of Denial (MIC): +1 unholy dagger. It's a relic and therefore tricky to get hold of, but if you're worshipping Vecna, it's not bad at all, mainly because of one of its rider effects: it constantly readies a Dispel Magic to Counterspell every round and then goes using its Spellcraft checks to find out what enemy casters have got. And it also cackles and giggles as it does. Did I also mentioned that the dagger is a favoured weapon of Vecna, and this thing therefore would qualify for Weapon of the Deity too? Note, however, that using it costs you a feat or a fifth level spell slot.

Ruby Blade (MIC): ... and similar to the Dagger of Denial, here's Wee Jas's relic: a +3 axiomatic dagger that boosts your capacity to bolster, rebuke, or command undead as if you were 4 levels higher. And once again, Wee Jas's favoured weapon is the dagger.

Manyfang Dagger (Serpent Kingdoms) +1 dagger. Does quadruple damage on a hit, quintuple damage on a critical hit. 32,000 gp. If you convince your DM to let you buy or craft one of these things, well, I salute you my friend. After all, this is the same source that gave us the Sarrukh.

Quiet Dagger (Dragon 330, p. 66): there’s three versions of the Quiet Dagger, but the most expensive – at a cool 59,300 – is a +3 silent strike dagger that grants a +5 on Move Silently checks, works as a lesser Silent Metamagic Rod, and grants the wielder SR 14. Silent Strike is from the same issue and is a +1 weapon quality that silences the target for 4 rounds.

Adamantine Dagger (DMG, p. 226): Nonmagical, but made of adamantine if you want to ROFLMAO the game by trying and failing to sunder enemy swords with a steel toothpick. Counts as masterwork, nonmagical weapon, only 3k.

Assassin’s Dagger (DMG p. 226): +1 to the DC of the Fort save forced by an Assassin’s Death Attack, for 18,000 gp. Pretty sure you could make a custom magic item cheaper than this.

Dagger of Venom (DMG p. 226): 8k for a +1 dagger that lets you use Poison (DC 14) on a strike once per day. Can decide to use the power after one has struck, which is nice.

Meteoric Knife (MIC): 1,280 gp. +1 dagger that gives you returning, flaming, and a miniature Fireball a certain number of times per day. Well worth considering at the price at low levels!

The Stiehl (Dragon 286): Dragon magazine did an adaptation of the world of the Sword of Shannara series, and they statted this weapon out. +4 keen dagger of life stealing. On a critical hit, bestows a negative level on the victim, the Stiehl's wielder picks up 1d6 temporary hit points. Wielder can "invoke" cat's grace 3/day as a 3rd level caster. Grants +5 competence to Hide and Move Silently. Adds +2 to the DC of an assassin's death attack. Also has a bane ability that can be switched to a new creature type every 24 hours and adds +2 to attacks and +2d6 bonus damage. It's an intelligent weapon and risks turning a Good character to its thrall, but Evil characters can use it freely.




Other Significant Pieces of Cutlery and Equipment

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Gnomish Quickrazor (RoS, p. 155): You’ll hear this one referred to a lot out of sneak attack builds. Exotic melee weapon, 19-20/x2, but it gives you a +2 to Feints, +4 to concealing the weapon, and can be drawn and sheathed as free actions … making it pretty good for builds where making the enemy flatfooted is premised on sudden weapon draws.

Crescent Knife (Dragon 275, p. 44): This one was from early in 3.0 and never updated, which explains why, as a one-handed, Small exotic melee weapon, it lets the wielder “make two simultaneous attack rolls (using the same modifier) each time he attacks with it. Each attack is resolved separately.” That’s it.

Kukri (PHB): A martial 'dagger' with a better critical hit range. Also an associated weapon of the Tiger Claw school, so if you're looking at Reaping Talons in particular, you might want to look at this one.

Punching Dagger (PHB): get an increase on the critical multiplier, but not a thrown weapon. Qualifies for Invisible Blade, though.

Stump Knife (A&EG): Well, this is better than Captain Hook's hook. Securely attached to a missing forelimb, this exotic weapon functions as a punching dagger, you can't be disarmed with it, and if you've dealt damage against an opponent during a continuous melee, the threat range is doubled, thus, 17-20. Not a bad foundation for a critfisher build, even Improved Critical alone pumps this to 13-20.

Boot Blade (CSco): Treated as a dagger - also see the Foot Spike (RoTW).

Elbow Blade (CSco): Treated as a punching dagger.

Knee Blade (CSco): Treated as a punching dagger.

Sleeve Blade (CSco): Treated as a dagger.

Groin Blade: Just kidding.

Bow Blade (CSco): Basically, attach a (punching) dagger to the grip or riser of your bow.

Hand Crossbow Blade (CSco): explicitly allows you to defend yourself in melee combat without having to draw a different weapon. Functions as a dagger. There's also the Crossbow Bayonet (Knife size), but this functions as a shortspear, and no, you can't throw it.

Instrument Blade (CSco): Make your 'axe' a dagger! ... thank you, I'm here all week ...

Disguised Dagger (Dragon 316, p. 40): As a normal dagger, but with a +7 to the Sleight of Hand check to conceal it. Very modest price increase.

Barbed Dagger (CAdv, p.115): exotic melee dagger which can’t be thrown, but you can use Weapon Focus (dagger) on it and similar. Its main feature? +2 on sneak attack damage.

Triple Dagger (A&EG): A dagger designed for disarming, it specifically is used as you would a shield rather than an off hand weapon (though it can be used for that.) It adds a +3 circumstance bonus to disarm attempts, presumably to the primary weapon's disarm (since light weapons get a -4 to disarm rolls).

Jambiya (RoF): Tiny hooked dagger weapon, 1d3 damage, but hey, at least it's got a 18-20/x2 (slashing only)!

Drow Long Knife (RoE, p. 172): It’s a dagger with a 1d6 damage dice and piercing damage only. Light melee weapon, but it can still be thrown. It takes Exotic Weapon Proficiency to wield it – though the Drow Skirmisher feat (RoE, p. 107) permits you to wield it as a martial weapon and use some Weapon Focus-ish feats in dagger to apply to it.

Desert Throwing Knife (Sand): 15 foot range increment and 1d6 damage and piercing damage only, it's an inferior Drow Long Knife.

Ribbon Dagger (DotU, p. 42): Exotic light melee weapon, but a much better crit multiplier (x4) and a +2 to Disarm attempts. If critfishing or using the Telling Blow feat I don’t know why you wouldn’t consider this.

Ribbon Dagger (FF, p. 108): The other ribbon dagger, wielded by a kaorti, which has a 20/x4 roll and takes an exotic weapon proficiency even if a kaorti is wielding it.

Whip-Dagger (A&EG): Exotic one handed melee dagger, but it’s got a 19-20/x2 multiplier. It’s really a whip, not a dagger.

Chain and Dagger (A&EG): Really more of a chain than a dagger, it's exotic and gives you a +2 to disarm and a +2 on your trip attacks, and does only piercing damage. It's a Medium size exotic weapon, i.e. not a light weapon, but if you're going with chains, you might as well just get yourself a spiked chain and be done with it.

Ocanthus Knife (PH): A one-shot nonmagical item that does between 1-3d6 damage with all the melee weapon characteristics of a dagger. 450 gp.

Drop Sheath (Dragon 316, p. 41): free action dagger draw.

Boot Sheath (A&EG, p. 36): This one is interesting because mainly because, apart from offering another place to hide another dagger, it provides a +4 to one's Pick Pocket check - this is a 3.0 skill that (if you can convince your DM) can be shifted to Sleight of Hand instead ... because Sleight of Hand matters for making opponents unaware of your weapon. And anyway, you can't have enough daggers.

Knife Vest (A&EG, p. 30): It's a vest. That holds 10 daggers comfortably across the chest. You can never have enough daggers!

Smuggler's Boots (A&EG, p. 30): Hide two more daggers in the lining of the boots. You can never, ever have enough daggers!

Masterwork Bandoleer (FRCS, p. 95): A slotless piece of equipment that holds up to 8 items "up to dagger size". You can absolutely never, ever, have enough daggers!

Wrist Sheath (Arms and Equipment Guide): can hold one Tiny weapon - such as dagger or wand; drawing or replacing the content of the wrist sheath is a move action. You can absolutely, definitely, never, ever, have enough daggers!

Shield Sheath (Races of Stone): it's a sheath; in a shield; if the shield is ready, then drawing the weapon from a sheath is a free action. You can absolutely, definitely, never, ever, in a million years have enough daggers!

Truedeath Crystal (Greater, Lesser, Least) (MIC, p. 66): Deliver sneak attack on undead, +1d6 damage on undead, and ghost touch weapon, for 10,000 gp. Not too damn bad.

Demolition Crystal (Greater, Lesser, Least) (MIC, p. 65): As with the Truedeath Crystal, but on constructs.

Fiendslayer Crystal (Greater, Lesser, Least) (MIC, p. 64): Do additional damage to evil outsiders, and on a critical hit, outsider can't teleport for 1 round. Nice for campaign-specific stuff...

Crystal of Return (Greater, Lesser, Least) (MIC, p. 65): draw your dagger as a free action, make it into a returning weapon; a dagger is a weapon designed to be thrown, so qualifies for the Greater quality. Quickdraw and Returning in a can for 4,000 gp. If you can't get Gnomish Quickrazors, this is the next best thing for a flatfooting fast draw build.

Golden Beholder (Dragon #319): it's a 2'-diameter statue of a beholder made of gold. Its eyestalks can be withdrawn from the beholder, revealing a dagger blades. (Daggers are masterwork). They look nonmagical because of permanent Nystul's Magic Aura effect. In truth, they're scrying sensors for the Golden Beholder's central eye. Touching the sheath-hole and saying the command word sets the central eye's scrying focus to that eyestalk dagger. The golden beholder user sees and hears with his own visual and auditory acuity from the position of the gemstone that forms the pommel of that eyestalk dagger. An impenetrable gray haze hides everything beyond 30' from view, although sounds that issue from beyond that distance are still audible if the user could normally hear them from the dagger's position. Creatures within the area watched by an eyestalk dagger do not gain an Intelligence check to sense it as a scrying sensor, but a creature under the effects of a detect scrying spell can do so with a successful DC to Will save. Creatures within the area viewed by the eyestalk dagger do not gain a Will save to resist being seen and spell resistance does not apply. Anti-scrying spells function normally, hiding or disguising the creature or area from the Golden Beholder's user as described by the spell.

Axe of Shards (Arms and Equipment Guide): +3 dwarven waraxe made of ice, and with 3 protruding spikes; those spikes are easy to remove, and treated as masterwork throwing daggers; would persist for a day, then - melt, and can't be reattached. New spikes grow in 3 days.

Elquillar (Player's Guide to Faerûn): +1 scimitar, which can change form to some other blades - including dagger and kukri; a character who has Elqillar on his person can use disguise self at will; when holding the weapon in his hand, he's immune to detect thoughts, discern lies, and any magical attempts to discern his alignment; if Elquillar strikes a creature which currently isn't in their natural form, then the creature should make a Will save or revert back.

Heaven's Thorn (Book of Vile Darkness): dagger-sized thorn; too brittle to be a proper weapon, but if broken on Good Outsider, it will stun the target for 1d4 rounds

Implements of Binding (Tome of Magic): in combat, the knife from the set functions as a nonmagical masterwork dagger.

Quiver Scabbard (Arms and Equipment Guide): Exactly what it says on the tin.

Rod of Deadly Function (Dragon #330): similar to the Rod of Lordly Might (http://www.d20srd.org/srd/magicItems/rods.htm#lordlyMight); pressing the button #3 causes a steel chain whip to form that acts as a +3 whip dagger

Sacred Scabbard (Magic Item Compendium): Bless Weapon effect for 10 rounds, 3/day; only for Good characters.

Scabbard of Deception (Dragon #316): can grow or shrink to hold any straight-bladed weapon; on command, the scabbard and the weapon in it take appearance of nonweapon item of roughly the same size such as a walking stick, a tool, or a scroll case (user's choice); illusion remains as long as the scabbard is in the owner's possession, or until the weapon is drawn. Also, Scabbard of Deception and a weapon in it protected with Nystul's Magic Aura effect.

Scabbard of Keen Edges (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#scabbardofKeenEdges). The one and only.

Weightless Scabbard (Arms and Equipment Guide): the scabbard itself isn't, actually, weightless; but the weapon in it - is.

Saintheart
2019-08-31, 02:01 AM
Suggested approaches, combinations, builds

https://images2.imgbox.com/8f/d6/ld7Ztgwb_o.jpg
It’s very easy for this guide to blow out into a general discussion on entire character builds, which isn’t my intent as such. I’d rather summarise and suggest that working with the dagger comes down to one of the following basic approaches (and remembering that these, too, can be blended a bit):

a. Throwing
Assuming your DM agrees that the dagger is a ranged weapon, there’s a lot of interesting stuff you can pull off in this area. But even then, there are PrCs that are primed for throwing and throwing daggers in particular. With throwing, you either need a big supply of daggers to get in the air, or a very reliable way of getting them back and in your hands to throw again. For throwing builds you need to look into ways to either carry enough daggers (not so good option) or magically generate an infinite supply of daggers (better option). There are three items that can work well for dagger throwing builds with some minor DM tweaking. The first is the Gloves of Endless Javelins (MIC). The main change being changing the javelins to daggers (with maybe a corresponding change in damage from d6 to d4). The second item is the Gauntlet of Infinite Blades (MIC). It can produce daggers, but only 1 per round because of its Swift action activation. The change here would be changing Swift action to Free action. The third item is the Quiver of Anariel, posted in the spoiler below. The change here would be "quiver" to "bandoleer" and "arrow(s)" to "dagger(s)".

Quiver of Anariel

Quiver of Anariel:Quivers of Anariel appear to be typical arrow containers capable of holding a score of arrows. However, the quivers automatically replenish themselves with standard or magical arrows, such that they are always full. Some quivers also create arrows made of special materials, such as adamantine, cold iron, or alchemical silver.

Once an arrow it taken from the quiver, it must be used within 1 round or it vanishes.

Moderate conjuration; CL 7th; Craft Wondrous Item, magic weapon, minor creation; Price 28,000 gp (standard arrows), 29,000 gp (masterwork arrows), 32,000 gp (+1 arrows), 44,000 gp (+2 arrows), 64,000 gp (+3 arrows), 92,000 gp (+4 arrows), 128,000 gp (+5 arrows); Add an additional +6,000 gp for adamantine arrows, +4,005 gp for cold iron arrows, or +200 gp for alchemical silver arrows; Weight 1 lb.
Thankfully someone saved this article here (http://web.archive.org/web/20070401150041/http:/ww2.wizards.com/Books/Wizards/?doc=fr_lonedrowstats) since WOTC decided to delete the original posting.

Threads on dagger throwing builds:
Dagger Thrower (http://www.giantitp.com/forums/showthread.php?136501-3-5-Dagger-Throwing-Build)
Throwing whole katanas around with Iaijutsu Damage (http://www.giantitp.com/forums/showthread.php?134276-3-5-Iaijutsu-Katana-Chucker)

As for builds, well, here's one the generous Gorfnab prepared earlier and has used:
Strongheart Halfling (PGtF) or Human
1. Rogue - Point Blank Shot, Precise Shot, Craven (CoR), Far Shot, 2x Flaws
2. Swashbuckler - B: Weapon Finesse
3. Rogue - Two Weapon Fighting
4. Rogue - Penetrating Strike ACF (DS)
5. Swashbuckler
6. Swordsage - B: Weapon Focus: Shadow Hand weapons, Shadowblade (ToB)
7. Swashbuckler
8. Fighter - Hit-and-Run Tactics ACF (DotU - if your DM is lenient), Targeteer ACF (DragMag 310)- Vital Aim
9. Fighter - Targeteer ACF - Rapid Shot, Improved Two Weapon Fighting
10. Swordsage (for Assassins Stance)
11. Master Thrower - B: Quick Draw
12. Master Thrower - Dead Eye (DragMag 304)
13. Master Thrower
14. Master Thrower - B: Snatch Arrows
15. Master Thrower - B: Improved Critical, Greater Two Weapon Fighting
16. Invisible Blade
17. Invisible Blade
18. Invisible Blade - Improved Precise Shot
19. Invisible Blade
20. Invisible Blade

Other magic items you may want to look into for this build:
Rogue's Vest (MIC)
Collar of Umbral Metamorphosis (ToM)
Bracers of the Hunter (SoX)


Non-magic items to consider (you can never have too many daggers)
Masterwork Bandoleer (FRCS)
Knife Vest (A&EG)
Boot Sheath (A&EG)
Wrist Sheath (A&EG)
Smuggler's Boots (A&EG)

And here's another one that Piggy Knowles made and which I've just stolen from this thread which also provides a level-by-level breakdow (https://forums.giantitp.com/showthread.php?611376-I-need-to-optimize-throwing-daggers&p=24482767#post24482767)n:
1 Warblade1- Point Blank Shot, Precise Shot
Wolf fang strike, sudden leap, moment of perfect mind, blood in the waterstance
2 Ranger1- Track
3 Ranger2- Rapid Shot, Throw Anything
4 Fighter1- Weapon Focus
5 Fighter2- Two-Weapon Fighting
6 Master Thrower1- Quick Draw, Brutal Throw
7 Master Thrower2-
8 Master Thrower3-
9 Master Thrower4- Snatch Arrows, Power Throw
10 Master Thrower5-
11 Warblade2-
Douse the flames
12 Warblade3- Improved Critical
Covering strike
13 Warblade4-
Douse the flames -> white raven tactics, pearl of black doubtstance
14 Warblade5- Improved Initiative
Dancing mongoose
15 Warblade6- Improved Two-Weapon Fighting
16 Warblade7-
Moment of alacrity
17 Warblade8-
18 Warblade9- Greater Two-Weapon Fighting, Blind-Fight
Quicksilver motion
19 Warblade10-
Hearing the airstance
20 Warblade11-
Raging mongoose

Kukris are actually not essential to the build at all (though they are cool for feeding blood in the water), so if you're married to daggers, you can drop Throw Anything.



b. Sneak attack rogue optimisation
To make this work, you need both a large source of precision damage as well as a way of making people flatfooted or denied their DEX bonus to AC. This is less about daggers as such and much more about the d6s that follow it. The drawback of this approach is that you’re invariably going to have to go dual-weaponed, which is expensive on feats at least. If your DM allows it, get Iaijutsu Focus in there. Go with skill-heavy builds that will allow you to pull Sleight of Hand, Bluff, Tumble, and so on. Consider dipping Sneak Attack Fighter for the extra +1d6 and hit dice.
The Rogue handbook (http://www.giantitp.com/forums/showthread.php?156350-3-5-The-Rogue-Handbook-A-Fistful-of-d6&highlight=fistful+of+d6)
Sources of Sneak Attack thread (http://www.giantitp.com/forums/showthread.php?539828-Sources-of-Sneak-Attack&highlight=sneak+attack+optimisation)
MinMax forums on optimising precision damage (http://bg-archive.minmaxforum.com/index.php?topic=1240)

c. Arcane/Rogue combination
Daggerspell Mage has its issues, as said above. Abjurant Champion is a far more fighter-y class, more hitpoints and defence, but it’s also more of a stretch to qualify: Combat Casting isn’t something the dagger-ish character comes across naturally. That said, the Ab-Champ’s ability to boost attack rolls for whole rounds does help with two-weapon fighting. Spellwarp Sniper and Unseen Seer also work in this area.
Some threads on arcanist rogues:
Help with optimising a dagger-themed sorcerer (http://www.giantitp.com/forums/showthread.php?579039-Help-me-Optimized-a-Dagger-Themed-Sorcerer&highlight=Daggerspell+Mage)
God of Knives (http://www.giantitp.com/forums/showthread.php?544290-God-of-Knives)
Abusing the Cloud of Knives spell (http://www.giantitp.com/forums/showthread.php?573500-Cloud-of-Knives-Build-3-5&highlight=Daggerspell+Mage)

d. Martial adept focus
Swordsage is the only martial adept class that gets the Shadow Hand discipline, so if you’re going to focus on this school, you’re also stuck with light armor and a rogue-ish approach to life – although Swordsage also gets Tiger Claw for a smattering of dual-weapon greatness as well. If you are intending to go more front line, though, Warblade would be better for a focus on Tiger Claw – and for INT-based characters, it’s not bad at all.
Martial handbooks:
Warblade Handbook (http://www.giantitp.com/forums/showthread.php?176968-Masters-of-the-Sword-A-Warblade-s-Handbook-Under-Construction)
Swordsage Handbook (http://www.giantitp.com/forums/showthread.php?259783-3-5-Swordsage-Handbook-This-one-ll-walk-the-whole-Way-WIP-PEACH)

e. TWF
Look, it’s either a one-hander in the primary hand and dagger as the secondary, or two daggers. By now you would have seen there are dedicated PrCs to dual-dagger combinations, so consider these carefully. Failing that, TWF is going to cost you a lot of feats, so consider mundane Fighter classes carefully before sneering at them – or at least combinations with martial adept classes.
The TWF OffHandbook (http://www.giantitp.com/forums/showthread.php?279079-3-5-The-TWF-OffHandbook)

f. Poison Delivery
In these instances the dagger is almost an afterthought. Most of your time is going to be spent on pumping the DC of your poisons, which can be best done via various Strike feats and rogue/assassin classes. There’s a handbook discussing this, and for these purposes, there are one or two items mentioned above you might like to consider – the Assassination weapon property and the Dagger of Poison. (In addition, consider the very equivocal drug Luhix, from BoVD. 2,000 gp per dose, but if you can make it yourself, every strike after the first imposes a Fort DC 25 save or die. Consider very carefully, because given enough time, something hit with Luhix that doesn't die from the dose can't feel pain anymore.)
Arsenic and Old Lace – the Poisoner’s Handbook (http://bg-archive.minmaxforum.com/index.php?topic=4854.0)

Saintheart
2019-08-31, 02:02 AM
Acknowledgements

I'd like to thank everyone who's contributed both directly and indirectly to this handbook. It will be apparent to anyone who reads further down the thread from here that this handbook is not entirely my own. So those thanks include all of you, because this forum is a place I still like to contribute to, even now, years after I first joined. I will get around to a more specific bibliography in time, but the threads mentioned above are a pretty good start. In the meantime - any contributions you might want to make would be most welcome, and I'll keep updating as time goes on.

...and that's it; over to you guys!

ShurikVch
2019-09-02, 08:38 AM
Some more options:

Vakar special material (Dragon Magazine Annual 5): +2d6 damage vs Elves - may be useful in the Underdark adventure

Luhix drug (Book of Vile Darkness): it costs 2000 gp/dose, but put it on a blade, and every hit after the first is cause DC 25 Fort SoD

Use a dagger made of Blood Obsidian (Dragon #319), and put some Green Slime (http://www.d20srd.org/srd/dungeons.htm#slimesMoldsAndFungi) on a blade - effect will be devastating (and not just for living enemies - the Slime will eat corporeal Undead all the same, and can even damage non-stone Golems)

Ocanthus Knife (Planar Handbook): it's one-hit-only weapon, but Medium-sized Ocanthus Knife causing 2d6 damage on a hit (1d6 - if Small, 3d6 - if Large); 450 gp

jdizzlean
2019-09-02, 08:46 AM
nice guide, bookmarked~!

tiercel
2019-09-03, 03:34 AM
Enjoy the idea of a repository of all things dagger!

A few thoughts:

On the nonmagical side, the Feycraft template (DMG II) gives the wielder effectively Weapon Finesse for that weapon, for 1500gp and -1 size category (generally, -0.5 average damage).

Baatorian green steel (FC2) gives flat +1 damage (explicitly stacking with magical enhancement bonus).

On the magic side, I’m a fan of the humble meteoric knife, especially as a backup weapon; it’s a +1 dagger, that, for an extra 500gp, can do returning 3/day or do returning flaming plus mini-fireball 1/day.

Thurbane
2019-09-03, 04:50 AM
Two more feats of interest:

Manticore's Sting (Dragonmarked) - range increment for daggers, darts and shuriken increases by 10 feet, and throw 2 daggers as a standard action; the number of dagger you can throw as a standard action increases as your BAB does.
Storm of Throws (ELH) - as a full round action throw a light weapon at each opponent within 30 feet.

...and a monster:

Ushemoi, Hadrimoi (MM5) - 9 RHD and LA +4, so not exactly PC friendly. Dagger Dance allows it to move up to it's speed as part of a full attack; and Perfect Symmetry allows it to attack with up to 4 lights weapons with no penalty as a full attack. Good news is these are both Ex special attacks, so may open up some Polymorph options.

Saintheart
2019-09-03, 06:04 AM
Thanks for all of those suggestions, guys, I've updated to include them all!

Jowgen
2019-09-03, 09:23 AM
There is one variant monk fighting style in one of the Dragon mags that makes them counts a monk weapons, let me check... it's the Filipino one from Dragon 330 p. 90.

It's potentially useful if you're going (chaos) monk to get as many ranged attacks as possible, for example to take advantage of the rider effects from master thrower.

danielxcutter
2019-09-03, 09:37 AM
A couple of nitpicks:


Though you add your STR bonus to damage with it, that bonus with damage is not going higher than x1, at least without major work on the build. Light weapons explicitly do not get x1.5 STR bonus when wielded in two hands, unlike a one-handed weapon such as a longsword. Power Attack partially works with a dagger in that you can still deduct BAB from your attack roll and put it one-for-one into your damage roll, but you won’t get the doubling of damage bonus you’d have with a two-handed weapon.

Light weapons(aside from natural weapons and unarmed strikes) explicitly do not get the bonus from Power Attack.


- Speed (PHB): +4 bonus, which is just way too expensive. One single extra attack per round at your highest bonus, doesn’t stack with haste.

Speed is +3, not +4. Still a bit expensive though.

In addition, I believe Spellstrike, Warning, Deadly Precision, Blurstrike, and Shadowstrike were updated/changed in the MIC.

Oh, and if you expect to fight lots of outsiders, consider getting a Starmetal(CArc) dagger instead of an Adamantine one; it's only two grand more and deals extra damage to outsiders I think, as well as all the benefits of adamantine.

ZamielVanWeber
2019-09-03, 10:18 AM
You overestimate daggerspell mage and underestimate daggerspell shape in my experience. Mage cannot be entered at 5 with assassin's stance. Assassin's stance is a 3rd level stance, requiring two feats (or a dip into sword sage ) and at least 9 levels of wizard. Your best bet is Illumian wizard 4, rogue 1, and you will have 2 BAB at 6. Without Illumian or burning a 3rd feat you will have BAB 2 at 7 when you enter daggerspell mage. BAB 2 as a dual wielder is pretty much near disastrous.

Daggerspell shaper on the other hand can be entered through wildshape ranger/ninja, which gives you Wis to AC in wild shape, 4 BAB at 7 (so right at 3/4) and intuitive attack applies to both your daggers and attacks in wildshape and opens up the option to finish in warshaper.

ShurikVch
2019-09-03, 02:08 PM
Some more stuff:


Races, Prestige Classes, Monsters

Dark Elf (Drow) - because their Monster (http://www.d20srd.org/srd/monsters/elf.htm) entry lists "Poison" among their Special Attacks, it may be argued they're legal target for the Venomfire spell

Harvester Devil (Falxugon) - the Infernal Debt SA:
A harvester devil’s ichor-soaked dagger places a powerful curse upon those struck by it. When struck by this weapon, a target must make a successful DC 20 Will save or take a -–2 penalty on attack rolls, checks, and saves as feelings of fatigue and sloth overcome him. Multiple attacks with this venom do not stack. This penalty lasts for 24 hours or until the target willingly strikes a good-aligned creature. This attack must deal its full normal damage, though the victim can opt to make an unarmed strike or other similarly ineffectual blow. In any case, he cannot opt to deal less damage than normal, nor can he accept the standard –4 penalty on the attack roll to deal nonlethal damage. The victim feels a strange urge to strike eligible targets to break the curse, and he can feel soothing relief waiting for him if he only gives in to the malevolent whispers that echo in his mind. A remove curse or heal spell rids a victim of the penalties, as well as the urge to do a companion harm. This is a mind-affecting ability, and the save DC is Charisma-based.



Specific Daggers of Interest
Acid Fang Dagger (Arms and Equipment Guide) - +1 dagger which deals +1d6 acid damage with each hit; also, because this weapon was never updated to 3.5, it allow to cast Animal Friendship 1/day - but only on snakes or reptiles, and only up to 8 HD (Megaraptor (http://www.d20srd.org/srd/monsters/dinosaur.htm#megaraptor) :smallwink:); in 3.5 terms it may mean non-scaling Animal Companion; also, continuous Speak with Animals (which works only on reptiles)
Dagger of Defense (Complete Adventurer) - +4 defending dagger; "as long as a character holds a dagger of defense in his off hand, he cannot be flanked" - which, by the Glossary (http://archive.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_flank&alpha=), means enemies are can't be on another side of the dagger's user, if he already threatened :smallamused:
Dagger of Defiance (Magic Item Compendium) - this +1 dagger grants +3 bonus on saves vs enchantment and fear effects
Dagger of Lifekeeping (Dungeon Master's Guide) - this +1 defending dagger grants +2 bonus on all saves, and once per 24 hours gives 1d10+10 temporal hp to anyone who draws it (hp lasts for 10 hours)
Frost Shard Dagger (Arms and Equipment Guide) - magical "big brother" of Ocanthus Knife, on successful attack it bursts in 5' radius, causing everybody 3d6 cold damage (Ref for half, but original target wouldn't get that save)
Grasping Dagger (Arms and Equipment Guide) - that +3 keen punching dagger, essentially, gives you Improved Grab with itself (except it's Size-independent), and could be used in grapple without the Knifefighter feat, or Last Resort enhancement
Spider Fang (Magic Item Compendium) - +1 dagger can quickly cut through webs (magical or otherwise) without getting stuck: as a move action, you can cut through a web entangling you or another creature, move through webs created by a web spell at half your normal speed, and - 1/day - allot to create freestanding cobweb curtain 10'x10' (which doesn't blocks movement, but give concealment, and collapse from a touch, causing 2d4 acid damage)
Viperfang (City of Splendors: Waterdeep): +2 corrosive assassin's dagger of venom, Poison 1/day, and +1 DC on Death Attack

Also, how about the Fiendslayer Crystal?

Thurbane
2019-09-03, 05:51 PM
Soulknife (?) - don't know if it really fits.

Spells:


Black Bag (BoVD): no real use for combat, but conjures "a bag full of knives, scalpels, and other small torture implements"
Knife Spray (DotF): not really knives, but a spray of untyped damage

Feats:


Twist the Knife (EoE): not really knife related; cause a pain effect on a critical

PrCS:


Drow Scorpion Warrior (SoX): Deadly Sting - activates on a critical with a drow long knife; bonus to hit and deal Con damage

Saintheart
2019-09-03, 10:11 PM
Thanks for all of those improvements, folks, updated and appreciated!

daremetoidareyo
2019-09-03, 11:56 PM
Shackled City adventure path can be argued to be official content and it has this bad boy. Daggerspelll this!

SHADOW DAGGER
illusion (Shadow)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: i standard action
Range: oft.
Effect One shadowy masterwork dagger
Duration: i round/level (D)
Saving Throw: Will negates; see text
Spell Resistance: No
A shadowy mastrwork dagger appears in your hand.
On subsequent rounds, you can wield the dagger as
though it was a real masterwork dagger. Each time the
dagger hits, it deals normal damage and forces the target
to make a Will save. If the Will save fuils, the shadow
dagger deals an additional 1d6 points of damage per
caster level (maximum iod6).

Saintheart
2019-09-04, 12:24 AM
Updated and appreciated!

danielxcutter
2019-09-04, 09:40 AM
Since daggers can deal slashing OR piercing damage but not both at the same time, this counters Skindancers so well it's not even funny. Also the same with halberds, scythes, and any TWFer who uses weapons of different damage types(example: rapier + kukri), but still.

It is honestly extremely thematic to make a Shadow Hand/Tiger Claw based martial adept; check the fluff about the nine schools and the Shadow Tiger Horde. And if you assume text trumps table, Shadow Blade adds Dex to damage, no mention about replacing Strength.

Quicksilver Motion is not a teleport - it's more like the Hustle power.

Speaking of psionic powers, Telekinetic Boomerang is very, very good for throwers - in fact, I'd go so far as to say it's required. The Psionic Shot line helps for throwers(or other ranged attackers to be honest) and melee types can get the Psionic Weapon line instead. And of course, Deep Crystal weapons are excellent for adding bonus damage, provided you have the PP to make it worth it. At low levels where the 2 PP is noticeable, so is the 2d6 damage; at high levels when the PP cost is minor there's no real reason not to.

If you're Evil-aligned and you worship Vecna, a Dagger of Denial may be useful. Also, Ruby Blades are invaluable to worshipers of Wee Jas who rebuke undead - oh and look, that's even her favored weapon, right?

Wounding is a very nice property against pretty much anything that isn't undead or a non-Warforged construct. I think the MMII has a property called Greater Wounding, which takes up double the bonus but also double the Con damage - nice!

Thurbane
2019-09-04, 08:01 PM
More feats:


Combat Cloak Expert (PHB2): one of the tactical options includes hiding a light weapon with your cloak
Einhander (PHB2): gives some tactical options if wielding a weapon in one hand
Inlindl School (DotU): sacrifice shield bonus for attack bonus equal one half of that for light weapons only
Lion Tribe Warrior (ShSo): full attack with light weapons at the end of a charge (or attack with a light weapon in each hand) - nice! The attack with both weapons option is great if you have a BAB less than +6
Phalanx Fighting (CW): if you are wielding a light weapon and shield, gain some shield related bonuses; may combine well with Inlindl School
Reaping Talons (ToB): various tactical options involving light weapons
Snow Tiger Berserker (UE): full attack as part of a charge if you wield a light weapon
Unorthodox Flurry (DrCo): choose one light weapon, and treat is as a special monk weapon - nice!

Spells:


Absorb Weapon (SC): aborb a light weapon into your arm for concealment
Bloodletting (CM): imbue a light weapon with the ability to inflict bleeding wounds

PrC:


Cloaked Dancer (CS): Surprise Strike - precision damage, with a light weapon only

..and another monster:

Brood Monkey (http://archive.wizards.com/default.asp?x=dnd/fw/20041126a): (2RHD, LA +2) flurry with any simple weapon

Saintheart
2019-09-05, 12:08 AM
Added updates, I sure appreciates!

danielxcutter
2019-09-05, 09:28 AM
You appear to be using the 3.0 version of Psionic Shot/Weapon; both were updated in the XPH. Hustle(XPH) and Inconsistent Location(Sandstorm, but updated in CPsi I think), and other psionic powers allow move + full attack - seriously, look at a Psychic Warrior handbook or something.

In addition the Dagger of Denial was reprinted in the MIC, though I don't think it was actually changed. Note that to use relics you either need to blow a feat on True Believer or have a divine spell slot to burn.

I wonder if the Gloom(ELH) is worth mentioning - they literally have the strongest non-artifact daggers ever printed in 3e, I believe - and I think they have 25 HD, juuuuuuust the limit for Shapechange(well, unless you use Reserves of Strength). Oh, said daggers are +10 keen human dread daggers - YIKES! :smalleek:

ShurikVch
2019-09-05, 01:57 PM
Some more stuff:

Dagger of Torment (Dragon #322): +1 keen dagger, and with every successful hit it force victim to make a Will save or suffer from a "dreadful vision" (makes the victim dazed for 1 round); also, 1/day, when successfully hit and dazed somebody, the dagger's wielder can bestow curse on the victim, causing permanent -4 penalty on all attacks, saves, and checks.

Hand of the Creator (Dragon #328): +1 keen punching dagger, which - if wielded by an elf or half elf - cause extra 1d4 damage, and - on any creature without elven blood it strikes - force victim to make a Will save or be cursed: permanent faerie fire (http://www.d20srd.org/srd/spells/faerieFire.htm) effect, and permanently shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken).

Handspur (Dungeon #119): this thing - if handled with bare hands - will make +5 touch attack, and - if successful - bite off two middle fingers and burrow into hand on their place. Works like a punching dagger which can't be disarmed. Can store up to 6 doses of poison, which would be automatically injected on a successful attack (1 dose/attack), and there is no risk of self-poisoning while loading it with venom. Can be improved by adding additional magical properties. Users of Handspur are suffering -2 penalty on Disable Device, Forgery, Open Lock, and Sleight of Hand checks.

Quiet Dagger, Apprentice (Dragon #330): +1 silent strike dagger which grants +5 competence bonus on Move Silently checks when held.
Quiet Dagger, Journeyman (Dragon #330): +2 silent strike dagger which grants +5 competence bonus on Move Silently checks when held, and works like Lesser Silent Metamagic Rod.
Quiet Dagger, Master (Dragon #330): +3 silent strike dagger which grants +5 competence bonus on Move Silently checks when held, works like Lesser Silent Metamagic Rod, and grants SR 14.

Golden Beholder (Dragon #319): it's a 2'-diameter statue of a beholder made of gold. Its eyestalks can be withdrawn from the beholder, revealing a dagger blades. (Daggers are masterwork). They look nonmagical because of permanent Nystul's Magic Aura effect. In truth, they're scrying sensors for the Golden Beholder's central eye. Touching the sheath-hole and saying the command word sets the central eye's scrying focus to that eyestalk dagger. The golden beholder user sees and hears with his own visual and auditory acuity from the position of the gemstone that forms the pommel of that eyestalk dagger. An impenetrable gray haze hides everything beyond 30' from view, although sounds that issue from beyond that distance are still audible if the user could normally hear them from the dagger's position. Creatures within the area watched by an eyestalk dagger do not gain an Intelligence check to sense it as a scrying sensor, but a creature under the effects of a detect scrying spell can do so with a successful DC to Will save.
Creatures within the area viewed by the eyestalk dagger do not gain a Will save to resist being seen and spell resistance does not apply. Anti-scrying spells function normally, hiding or disguising the creature or area from the Golden Beholder's user as described by the spell.

Dagger Obelisk (Dungeon #112): can be created by a ritual described in the Tome of the Black Heart (major artifact); functions as +5 dagger; if thrust into fertile ground, Dagger Obelisk is consumed, 30'x8' plant stalk appears, and near the front of the stalk is grotto which is, in fact, a portal to the host City of the Elders.

Saintheart
2019-09-05, 10:49 PM
You appear to be using the 3.0 version of Psionic Shot/Weapon; both were updated in the XPH. Hustle(XPH) and Inconsistent Location(Sandstorm, but updated in CPsi I think), and other psionic powers allow move + full attack - seriously, look at a Psychic Warrior handbook or something.

In addition the Dagger of Denial was reprinted in the MIC, though I don't think it was actually changed. Note that to use relics you either need to blow a feat on True Believer or have a divine spell slot to burn.

I wonder if the Gloom(ELH) is worth mentioning - they literally have the strongest non-artifact daggers ever printed in 3e, I believe - and I think they have 25 HD, juuuuuuust the limit for Shapechange(well, unless you use Reserves of Strength). Oh, said daggers are +10 keen human dread daggers - YIKES! :smalleek:

I admit I don't know psionics anywhere near as well as I should, so I will take a look - that said, and not wanting to retype entire psionic handbooks, is there anything particularly good for daggers or light weapons which you can point me at to save some time and space? And again - thanks for the advice and materials, they are greatly appreciated.


Some more stuff:

Dagger of Torment (Dragon #322): +1 keen dagger, and with every successful hit it force victim to make a Will save or suffer from a "dreadful vision" (makes the victim dazed for 1 round); also, 1/day, when successfully hit and dazed somebody, the dagger's wielder can bestow curse on the victim, causing permanent -4 penalty on all attacks, saves, and checks.

Hand of the Creator (Dragon #328): +1 keen punching dagger, which - if wielded by an elf or half elf - cause extra 1d4 damage, and - on any creature without elven blood it strikes - force victim to make a Will save or be cursed: permanent faerie fire (http://www.d20srd.org/srd/spells/faerieFire.htm) effect, and permanently shaken (http://www.d20srd.org/srd/conditionSummary.htm#shaken).

Handspur (Dungeon #119): this thing - if handled with bare hands - will make +5 touch attack, and - if successful - bite off two middle fingers and burrow into hand on their place. Works like a punching dagger which can't be disarmed. Can store up to 6 doses of poison, which would be automatically injected on a successful attack (1 dose/attack), and there is no risk of self-poisoning while loading it with venom. Can be improved by adding additional magical properties. Users of Handspur are suffering -2 penalty on Disable Device, Forgery, Open Lock, and Sleight of Hand checks.

Quiet Dagger, Apprentice (Dragon #330): +1 silent strike dagger which grants +5 competence bonus on Move Silently checks when held.
Quiet Dagger, Journeyman (Dragon #330): +2 silent strike dagger which grants +5 competence bonus on Move Silently checks when held, and works like Lesser Silent Metamagic Rod.
Quiet Dagger, Master (Dragon #330): +3 silent strike dagger which grants +5 competence bonus on Move Silently checks when held, works like Lesser Silent Metamagic Rod, and grants SR 14.

Golden Beholder (Dragon #319): it's a 2'-diameter statue of a beholder made of gold. Its eyestalks can be withdrawn from the beholder, revealing a dagger blades. (Daggers are masterwork). They look nonmagical because of permanent Nystul's Magic Aura effect. In truth, they're scrying sensors for the Golden Beholder's central eye. Touching the sheath-hole and saying the command word sets the central eye's scrying focus to that eyestalk dagger. The golden beholder user sees and hears with his own visual and auditory acuity from the position of the gemstone that forms the pommel of that eyestalk dagger. An impenetrable gray haze hides everything beyond 30' from view, although sounds that issue from beyond that distance are still audible if the user could normally hear them from the dagger's position. Creatures within the area watched by an eyestalk dagger do not gain an Intelligence check to sense it as a scrying sensor, but a creature under the effects of a detect scrying spell can do so with a successful DC to Will save.
Creatures within the area viewed by the eyestalk dagger do not gain a Will save to resist being seen and spell resistance does not apply. Anti-scrying spells function normally, hiding or disguising the creature or area from the Golden Beholder's user as described by the spell.

Dagger Obelisk (Dungeon #112): can be created by a ritual described in the Tome of the Black Heart (major artifact); functions as +5 dagger; if thrust into fertile ground, Dagger Obelisk is consumed, 30'x8' plant stalk appears, and near the front of the stalk is grotto which is, in fact, a portal to the host City of the Elders.

Adding. Already got the Quiet daggers, but the formatting and searching up is much appreciated, and I'll just pump it straight in without adding any Witty CommentaryTM on my part.

danielxcutter
2019-09-06, 09:57 AM
I admit I don't know psionics anywhere near as well as I should, so I will take a look - that said, and not wanting to retype entire psionic handbooks, is there anything particularly good for daggers or light weapons which you can point me at to save some time and space? And again - thanks for the advice and materials, they are greatly appreciated.

Hrm...

Concealing Amorpha grants concealment; Greater Concealing Amorpha grants total concealment, which I don't think I need to elaborate on. And as Metacreativity powers, they count as Conjuration school spells and thus also foil True Seeing. It's likely that the developers only intended them to be the psionic counterparts of Blur and Displacement, but by RAW they do appear to do what I've just mentioned.

Manticore Throw uses a single attack roll, same as Multishot, so if you can finagle it in, Manticore Throw + Fell Shot could work. Also, I think Return Shot is 3.0e only - but the XPH was added to the SRD anyways.

Perfect Archery: yet another reason to give Order of the Bow Initiate a pass. And yes, it says "ranged weapons", not just arrows.

Power Weapon is excellent against anything that isn't Tharizdun(the literal god of force), the Essence of Shothragot(which was created by Tharizdun anyways), and to quote the Archery Handbook, the CR-Higher-Than-Anything-You'll-Face Force Dragon.

Graft Weapon may get around the "no Power Attack for light weapons" clause as well as other natural weapon shenanigans.

In addition, I suggest the Dissolving Weapon psionic power as well; it lasts until "the next successful attack", so if you have spare PP manifest them on your spare daggers and call it a day. Also, Dissolving Weapon + Greater Psionic Shot/Weapon + Deep Crystal dagger = 10d6 extra damage - more than comparable to a ToB strike, for 5 PP, your swift action, and your psionic focus(sure hope you have Psionic Meditation though).

Speaking of Deep Crystal - wouldn't it work with Green Slime as well?

And speaking of ToB; the Burning Blade line from Desert Wind add extra fire damage in both d8s and flat initiator level - even considering how depressingly common fire resistance is at high levels, it's still worth a look.

Kaotri Resin weapons might let you enter Exotic Weapon Master; so would drow long knives and other exotic cutlery.

Need a dagger but don't have one? Look at the Gauntlet of Infinite Blades(which only has 5 charges/day for magic daggers but still).

Ghost Strike is good if you go against undead, and if you're in an Atropus or Pandorym campaign I strongly suggest Sacred and Sacred Burst.

Claw Gloves are actually punching daggers... though they suck ass worse than an Umbral Blot, if you ask me.

And last but not least, the Sacrificial Knife from the Book of Puppy KickingVile Darkness. Seriously, look up the sacrifice rules in that book.

Fuzzy McCoy
2019-09-06, 11:26 AM
Is there a page number for the dagger of lifekeeping? I’m not seeing it in the DMG and google is only returning info about lifekeeping crystals.

ShurikVch
2019-09-06, 11:51 AM
Spells and Psionic PowersBlade of Blood (Player's Handbook II): +1d6 damage on the next attack; caster may spend 5 hp to increase this damage to 3d6.
Cursed Blade (Spell Compendium): wound from a weapon can't be healed until the remove curse spell (or some similar effect); slain creature can't be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.


Deities with Dagger as favoured weaponIn the Faiths and Pantheons, Favored Weapon of Lolth listed as "A spider (dagger)"
Tharizdun - in the article in Dragon #294 - have as a Favored Weapon a "Curved dagger"


Weapon QualitiesBerserker (+1; Dungeon #137): When the wielder is raging, a berserker weapon's enhancement bonus increases by +2.
Dementia (+2; Dungeon #116): target must make a Will save, or be confused for 7 rounds.
Nervewrack (+1; Dungeon #105): on a critical hit, victim for 1d4 rounds suffering -2 penalty on AC, attacks, Ref saves; speed is halved, and casting spells required Concentration check.
Nightforged (+1; Dragon #359): creature killed by this weapon can't be brought back from the dead by any means short of a wish, miracle, or true resurrection spell.
Orcblood (+1; Dungeon #118): In the hands of an orc or any creature with the orc blood quality, an orcblood weapon's enhancement bonus increases by +1, and the wielder gains a +1 luck bonus on all saving throws.
Silent Strike (+1; Dragon #330): Target must make a Will save, or be silenced for 4 rounds.
Spireshard (+3; Dragon #315): A weapon with the spireshard quality has a miniscule shard of the spire at the center of the Outlands embedded in it somewhere. When struck be it, target must make a Will save, or be unable to use spells and SLA for 1d4 rounds.
Truebane (+3; Dragon #345): The weapon works as bane (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#bane) weapon vs the same creature type as the wielder. But if wielder strike with it creature of another type, then - at the end of the round - bane will be "re-attuned" to the target's creature type, and stays this way until the end of the next round (in case of multiple targets - only the last hit is matter)


Specific Daggers of InterestNote: not all of them may be that good, so add in at your discretion.
Acrola, Watchful Tooth of Ashardalon (Dungeon Master's Guide): intelligent item; +5 keen dagger; 10 ranks in Listen and Spot; Zone of Truth, Slow, and Clairvoyance - 3/day each
Agony Sais (Dragon #356): +2 silver sai (always sold in pair); if left in the wound, victim suffers 1d6 damage per sai each round and slow (http://www.d20srd.org/srd/spells/slow.htm)ed; to remove the sai is standard action, and both must be removed to end the slow effect.
Cheldaorn Katar (Player's Guide to Faerûn): +1 punch dagger; functions identically to a Dagger of Venom.
Claw Gloves (Magic Item Compendium): part of Garb of the Hunting Cat item set, they're count as a pair of +1 punching daggers, except user still able to hold another weapon (or do anything else which need free hands) while wearing them. And can do two claw attacks on charge or Spring Attack (with usual TWF penalties, and not cumulative with other sources of extra attacks). If you also have another piece of the set, you would be able to Rend with Claw Gloves
Dagger of Chaos (Magic of Faerûn): +5 dagger; any time dagger successfully hit a creature and inflicted damage, the dagger's wielder polymorpfs into a random creature (DM choice); polymorpf lasts until the next hit of the dagger; if new form is unable to use daggers, then its primary natural attack have the same effect; discarding the dagger wouldn't end the polymorpf effect.
Dagger of Entry (Arms and Equipment Guide): +1 dagger, which allow to use Knock, Find Traps, and Detect Secret Doors (all three are 1/day, at CL 9)
Dragontooth of Lareth (Dragons of Faerûn): +1 flaming burst dragonfang dagger, and allow to use Guidance (http://www.d20srd.org/srd/spells/guidance.htm) 1/round as a swift action.
Ioun Blade (Arms and Equipment Guide): +1 dagger which have socket for Ioun Stone (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#iounStones). (Why the slot for a slotless item? :smallconfused: To use it while disguised?)
Nightblade (Lords of Darkness): +1 dagger; vs. Good opponent, count as +2, and - on hit - opponent need to make a Will save, or suffer 1 point od random ability damage.
Sacrificial Knife (Book of Vile Darkness): +1 dagger, and +3 on Knowledge (religion) for sacrifices with the dagger
Sacrificial Knife (Dragon #336): -2 on normal attacks, but if used in a coup de grace attempt, wielder gets benefit of casting death knell on target creature.
Spectral Dagger (Magic Item Compendium): bladeless hilt; when grasped, ghostly "blade" appears; has no enhancement bonus (and can’t be imbued with one); attacks with it are touch attacks; deal no damage, but target creature is affected with Chill Touch (http://www.d20srd.org/srd/spells/chillTouch.htm)
Viper Dagger (Magic of Faerûn): +2 dagger, which - 1/day - can turn into a Small Viper under the control of the dagger's owner.
Viperblade (Magic Item Compendium): this +1 dagger have 5 charges; spending 1 or more charge envenom the blade for the next attack; poison does 1d6 Con damage, and save DC depends on number of spent charges


Other Significant Pieces of Cutlery and Equipment
Axe of Shards (Arms and Equipment Guide): +3 dwarven waraxe made of ice, and with 3 protruding spikes; those spikes are easy to remove, and treated as masterwork throwing daggers; would persist for a day, then - melt, and can't be reattached. New spikes grow in 3 days.
Corsair Cutlass (Dragon #318): +1 keen cutlass, ignores half of the object's hardness
Elquillar (Player's Guide to Faerûn): +1 scimitar, which can change form to some other blades - including dagger and kukri; a character who has Elqillar on his person can use disguise self at will; when holding the weapon in his hand, he's immune to detect thoughts, discern lies, and any magical attempts to discern his alignment; if Elquillar strikes a creature which currently isn't in their natural form, then the creature should make a Will save or revert back.
Heaven's Thorn (Book of Vile Darkness): dagger-sized thorn; too brittle to be a proper weapon, but if broken on Good Outsider, it will stun the target for 1d4 rounds
Implements of Binding (Tome of Magic): in combat, the knife from the set functions as a nonmagical masterwork dagger.
Quiver Scabbard (Arms and Equipment Guide): Exactly what it says on the tin.
Rod of Deadly Function (Dragon #330): similar to the Rod of Lordly Might (http://www.d20srd.org/srd/magicItems/rods.htm#lordlyMight); pressing the button #3 causes a steel chain whip to form that acts as a +3 whip dagger
Sacred Scabbard (Magic Item Compendium): Bless Weapon effect for 10 rounds, 3/day; only for Good characters.
Scabbard of Deception (Dragon #316): can grow or shrink to hold any straight-bladed weapon; on command, the scabbard and the weapon in it take appearance of nonweapon item of roughly the same size such as a walking stick, a tool, or a scroll case (user's choice); illusion remains as long as the scabbard is in the owner's possession, or until the weapon is drawn. Also, Scabbard of Deception and a weapon in it protected with Nystul's Magic Aura effect.
Scabbard of Keen Edges (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#scabbardofKeenEdges).
Sheath, Wrist (Arms and Equipment Guide): can hold one Tiny weapon - such as dagger or wand; drawing or replacing the content of ta wrist sheath is a move action.
Shield Sheath (Races of Stone): it's a sheath; in a shield; if the shield is ready, then drawing the weapon from a sheath is a free action
Weightless Scabbard (Arms and Equipment Guide): the scabbard itself isn't, actually, weightless; but the weapon in it - is.

EDIT:
Is there a page number for the dagger of lifekeeping? I’m not seeing it in the DMG and google is only returning info about lifekeeping crystals.It's typo - that dagger, actually, is in the Dungeon Master's Guide II.

Thurbane
2019-09-06, 05:05 PM
In regard to other dagger/knife like weapons:


Kukri: the martial "dagger" with a better critical range.
Boot Blade (CS) is treated as a dagger (see also Foot Spike, RotW)
Bow Blade (CS) is also treated as a dagger
Chain and Dagger (A&EG): probably in the same category as the whip-dagger i.e. not really a dagger at all
Crossbow Bayonet, Knife (CS): functions like a shortspear
Desert Throwing Knife (Sa): like an inferior Drow Long Knife
Elbow Dagger (CS): is also treated as a dagger
Hand Crossbow Blade (CS): is also treated as a dagger
Instrument Blade (CS): is also treated as a dagger (see also Instrument Bayonet in the 3.0 S&S)
Jambiya (RoF): a hooked dagger; at a glance, seems like an inferior kukri
Ribbon Dagger (FF): a Kaorti resin dagger
Sleeve Blade (CS): is also treated as a dagger
Stump Knife (A&EG): situational (you need to be an amputee), but pretty good otherwise
Triple Dagger (A&EG): exotic dagger designed for disarming


I just realized, this thread is the prefect resource for a villain I've been contemplating for my game: his main weapon is going to be a juiced-up Stump knife.

Vizzerdrix
2019-09-06, 05:40 PM
I just realized, this thread is the prefect resource for a villain I've been contemplating for my game: his main weapon is going to be a juiced-up Stump knife.

I've always liked the idea of turning slain opponents left hands into crawling claws, then animating the rest of the body and equipping them with stump knives.

TheCount
2019-09-07, 03:50 PM
I
I just realized, this thread is the prefect resource for a villain I've been contemplating for my game: his main weapon is going to be a juiced-up Stump knife.


I've always liked the idea of turning slain opponents left hands into crawling claws, then animating the rest of the body and equipping them with stump knives.

You could also combine the two, a clawing claws used as a sheat for your stump knife!

on that idea, Braid Blade Dungeon #120
(also clawing hand tied to a braid? kinda like a 3rd arm that fetches little things from your belt or things like that?)

ShurikVch
2019-09-09, 02:38 PM
Spells and Psionic Powers
Align Weapon (http://www.d20srd.org/srd/spells/alignWeapon.htm) - there are creatures with not just DR, but even Regeneration keyed on alignment, so you may be unable to CdG them without this spell
Bane Weapon (Dragon #279) - gives temporary Bane (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#bane) weapon special ability
Blade Thirst (Spell Compendium)
Bladebane (Unapproachable East)
Bladeweave (Spell Compendium)
Bless Weapon (http://www.d20srd.org/srd/spells/blessWeapon.htm)
Body Blades (Spell Compendium)
Brilliant Blade (Spell Compendium)
Curse of Impending Blades (Spell Compendium)
Disrupting Weapon (http://www.d20srd.org/srd/spells/disruptingWeapon.htm)
Honorable Weapon (Dragon #318)
Luminous Assassin spell line (Player's Handbook II) - Luminous Assassins are armed with masterwork rapiers, but the spell's Focus is "A serrated dagger."
Magic Weapon (http://www.d20srd.org/srd/spells/magicWeapon.htm) - obvious, but worth mentioning.
Magic Weapon, Greater (http://www.d20srd.org/srd/spells/magicWeaponGreater.htm) - as above.
Poison Weapon (Dragon #304) - both as a spell, and as psionic power
Profane Weapon (Dragon #312) - an Evil version of Bless Weapon
Rusted Blade (Complete Mage)
Silvered Weapon (Dragon #340)
Steelsting (Dragons of Faerûn) - "You create a brief maelstrom of daggerlike, flying darts of force that spin, slice, and rebound within the area."
Tune of the Dancing Weapon (Dragon #335) - Dancing (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#dancing) weapon special ability for 4 rounds
Vestigewrack (Tome of Magic) - "You hold the curved dagger aloft, and as you slice it through the air at the incorporeal creature before you, you speak words of power that remind it of the life it once had, and the pain of its loss."
Weapon Shift (Dragon #275) - for 5 minutes/level allow to transform any nonmagic melee weapon into other nonmagic melee weapon of the same size or smaller
Dissolving Weapon (http://www.d20srd.org/srd/psionic/powers/dissolvingWeapon.htm)
Metaphysical Weapon (http://www.d20srd.org/srd/psionic/powers/metaphysicalWeapon.htm)
Prevenom Weapon (http://www.d20srd.org/srd/psionic/powers/prevenomWeapon.htm)
Truevenom Weapon (http://www.d20srd.org/srd/psionic/powers/truevenomWeapon.htm)
Weapon of Energy (http://www.d20srd.org/srd/psionic/powers/weaponofEnergy.htm)



Special Materials
Riverine (Stormwrack) - riverine dagger costs the same as +1 dagger, but hits Incorporeal creatures with no miss chance, and even able to cut creatures who are on Ethereal Plane
Thinaun (Complete Warrior) - one more way to ensure killed enemy stays dead, and also - way to catch a soul


- Berserker (+1; Dungeon #137): When the wielder is raging, a berserker weapon's enhancement bonus increases by +2. If wielding two daggers, going Bloodclaw Master, and with a level of barbarian, maybe...Lunar Rogue ACF (Dragon #340) gets Rage at 4th level... :smallwink:

Thurbane
2019-09-09, 11:20 PM
Really crappy PrC, but Aerial Avenger 4 (DrCo p.67) increases range increments by 50% while flying.

ShurikVch
2019-09-17, 09:10 AM
Couple more feats:
Neraph Throw (Planar Handbook) - 1/encounter, allow to throw weapon in such way enemy which seen it would lose Dex bonus to AC against this attack; and yes - it's valid opportunity to Sneak Attack damage
Single Blade Style (Dragon Compendium) - +2 dodge bonus to AC - when fighting with your chosen weapon, wearing light armor or no armor, and nothing in your off-hand; barely worth a feat, but still better than Dodge

Poison Weapon (Dragon #304) clarification: the poison which weapon delivers is the poison of natural attack which you touch when cast it; also, as a psionic power, it's, apparently, the only "weapon" power which is available not just to Psychic Warrior, but for Psion too

danielxcutter
2019-09-17, 04:57 PM
...what, no mention of Umbral Awn(ToB)?

Saintheart
2019-09-17, 10:07 PM
Couple more feats:
Neraph Throw (Planar Handbook) - 1/encounter, allow to throw weapon in such way enemy which seen it would lose Dex bonus to AC against this attack; and yes - it's valid opportunity to Sneak Attack damage
Single Blade Style (Dragon Compendium) - +2 dodge bonus to AC - when fighting with your chosen weapon, wearing light armor or no armor, and nothing in your off-hand; barely worth a feat, but still better than Dodge

Poison Weapon (Dragon #304) clarification: the poison which weapon delivers is the poison of natural attack which you touch when cast it; also, as a psionic power, it's, apparently, the only "weapon" power which is available not just to Psychic Warrior, but for Psion too

Updated!


...what, no mention of Umbral Awn(ToB)?

There is now, thanks!

Thurbane
2019-09-17, 10:49 PM
...what, no mention of Umbral Awn(ToB)?
There is now, thanks!

-10 to Fort saves? :smalleek: Maybe if I was a Necropolitan. Still, that would make the HP loss hurt even more.

animewatcha
2019-09-18, 02:26 AM
Is there a page number for the dagger of lifekeeping? I’m not seeing it in the DMG and google is only returning info about lifekeeping crystals.


DMG 2, page 262. Specific weapons.

ShurikVch
2019-09-18, 07:13 AM
More PrC:
Arcane Duelist (http://archive.wizards.com/default.asp?x=dnd/re/20030224a)
Ballisteer (http://archive.wizards.com/default.asp?x=dnd/psm/20030426b)
Black Flame Zealot (Complete Divine) - entry requirement predefine usage of kukri, and EWP for non-Exotic weapon points to Kaorti Resin :smallwink:
Bloodsister (Dragon #298) - when armed with a short sword and dagger, Bloodsister gets +1 competence on attack / damage at 3rd / 7th levels, and at 9th - critical multiplier increased to x3
Keshen Blademaster (Dungeon #97) - obscure TWF-oriented PrC, the notable among its CF are increased damage on crits, "virtual" Weapon Focus on all slashing weapon, and limited ability to parry melee attacks
Nightcloak (Faiths and Pantheons) "Shar's Caress: Nightcloaks that have Weapon Focus in chakram, whip, or dagger become able to surround that weapon with Shadow Weave magic that burns Shar’s opponents with a black flame on a successful attack."

Monster:
Fleshraker (d20 Modern Menace Manual):
Wounding Weapon (Su): Any slashing weapon wielded by a fleshraker can inflict terrible wounds that bleed profusely. In addition to the normal damage the weapon deals, the target takes 1 point of damage that round and each subsequent round from bleeding. Multiple wounds from a wounding weapon result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). A successful Treat Injury check (DC 15) or the application of any cure spell stops the bleeding. The weapon does not retain this ability outside the grasp of a knife fiend, although any bleeding wounds it has inflicted continue to bleed if the fleshraker is disarmed.

Item:
Darkha of the Darkhagard (http://web.archive.org/web/20050415021636/http://www.wizards.com/default.asp?x=lg/articles/20030604darkhagard) PrC:
Certain darkhagard have been known to conceal slender daggers, potion vials, or lockpicks in the shafts of their darkas.



Poison Weapon (Dragon #304) - both as a spell, and as psionic power. That said, the poison you deliver is the poison coming from your natural attacks.Not necessary your natural attack: it may be from your familiar, animal companion, mount, hireling, cohort, or pet - by the RAW, anything living and willing should work.

Thurbane
2019-09-18, 05:03 PM
Is the Nightcloak in Dragon different than the one in the Complete Divine web enhancement and/or the one in Faiths and Pantheons?

Are there three different PrCs of the same name?

Looking at the description of Shar's Carress above, the Dragon version seems the same as the F&P version. The CD web version seems distinct from both of the others.

Saintheart
2019-09-19, 10:30 PM
More PrC:
Arcane Duelist (http://archive.wizards.com/default.asp?x=dnd/re/20030224a)
Ballisteer (http://archive.wizards.com/default.asp?x=dnd/psm/20030426b)
Black Flame Zealot (Complete Divine) - entry requirement predefine usage of kukri, and EWP for non-Exotic weapon points to Kaorti Resin :smallwink:
Bloodsister (Dragon #298) - when armed with a short sword and dagger, Bloodsister gets +1 competence on attack / damage at 3rd / 7th levels, and at 9th - critical multiplier increased to x3
Keshen Blademaster (Dungeon #97) - obscure TWF-oriented PrC, the notable among its CF are increased damage on crits, "virtual" Weapon Focus on all slashing weapon, and limited ability to parry melee attacks
Nightcloak (Faiths and Pantheons) "Shar's Caress: Nightcloaks that have Weapon Focus in chakram, whip, or dagger become able to surround that weapon with Shadow Weave magic that burns Shar’s opponents with a black flame on a successful attack."

Monster:
Fleshraker (d20 Modern Menace Manual):

Item:
Darkha of the Darkhagard (http://web.archive.org/web/20050415021636/http://www.wizards.com/default.asp?x=lg/articles/20030604darkhagard) PrC:


Not necessary your natural attack: it may be from your familiar, animal companion, mount, hireling, cohort, or pet - by the RAW, anything living and willing should work.


Is the Nightcloak in Dragon different than the one in the Complete Divine web enhancement and/or the one in Faiths and Pantheons?

Are there three different PrCs of the same name?

Looking at the description of Shar's Carress above, the Dragon version seems the same as the F&P version. The CD web version seems distinct from both of the others.

Added pretty well all of those. Darkha I'll try and get to later.

By the way, ShurikVch, when Googling Keshen Blademaster (because I'm lazy and away from books) I found you mentioned it and a bunch of other interesting feats here. (http://www.giantitp.com/forums/showthread.php?546883-Athletic-Dex-orientated-fighter) The parrying feats are interesting mostly because it gives dagger wielders essentially a free reroll with a +4 -- and though they're daggers, they still are Medium-size weapons, meaning that you can, indeed, parry blows from Huge-sized greatswords and the like. I've added what I think are the most pertinent ones in.

ShurikVch
2019-09-20, 02:58 PM
Weapon Qualities:
Fleshgrinding (Magic Item Compendium) being left in a wound, "grinds" enemy's flesh (count as a normal hit by you) for 5 rounds (unless pulled free), then returns to your hand. +2 bonus.

Monsters:
Feeder (Bestiary Of Krynn, Revised) 2 HD Diminutive Dragon, which is alike to a dagger or knife in its size (~ 10") and shape; allow to wield itself like a weapon, and suck blood out of enemies (1d4 Con damage); because of its DR/magic, able to overcome DR/magic

Alternate Class Features:
Warforged Artificer (Races of Eberron) 5th-level ACF: Craft Weapon Familiar