Gadgeteers Dagger. Item in Fallen Empire | World Anvil
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Gadgeteers Dagger.

The Gadgeteers Dagger is the tool for any job. A skill tinker can turn a basic dagger into weapon of not only beauty but still be function. Well at least too the gadgeteer.   The Gadgeteers Dagger is a totally custom made weapon and why they do fetch a high price with collectors. They are often not use by someone other then the inventor. Because of the complexity or even booby traps. These weapons can be deadly even picked up incorrectly. Most shopkeepers won't even accept them. Another gadgeteer may figure out how one works, but most tend to tear them up for parts for their own.   Creation of a Gadgeteers Dagger requires a masterwork dagger blade tang. (blade with no handle, cross piece, or polmal). Also like everything that is mechanical in nature. They can break down. On a natural 1 d20 roll. The Gadgeteer dagger breaks and requires a tinker check at DC 12 and consumes the whole round.  Failure to on the tinker check break the weapon completely can can only be fix with another tinker check and 10 minutes outside of combat  

Construction of the Gadgeteers Dagger

  Each part of the dagger as different components to it. Installing a mod part take 4 hour per mod  

Blade Modifications


The blade can have total of three different modification. There are three tiers. However you can only have 1 tier 3 mod, 2 tier 2 mods and 3 tier 1 Example ( "2" Superior "1" Folding "1"keen blade. Would have two tier 1 mods, and one tier 2 mod. Costing 1400gp, 12. With three tinker checks, two at DC 14 and 1 and DC 15. For a Dagger that get +1 to attack, does 1d6+str+1d4 damage and get advantage on concealment checks"
1st (Tier Cost 200gp) DC 12
    Hypodermic Blade: this blade has a hollow core that allow fluids to coat the blade.   Folding blade: The blade folds into the handle and can be quickly released, allowing the blade to be easily concealed and deployed. The blade gain the concealment Trait granting an advantage on dexterity (slight of Hand) check your make to keep the weapon hidden   Keen blade: +1 bonus to damage rolls made with this weapon.   Material: Choose Silver, Cold Iron, Adamantine, mithril or Deep Crystal. Attacks with this weapon count for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Some metals have addital effect.
  • Mithril is lighter and grants +1 to attack.
  • Adamantine is harder break adding 2 additional stress points.
2nd (Tier Cost 1000gp) DC 15
  Saw Toothed: take the sharped tag. Can be used saw items. However this can do extra damage on soft targets. Attacks with this blade does an extra 1d4 slashing damage. no this effect does against construct or undead.   Material Magical: Attacks with this weapon count for the purposes of overcoming resistance and immunity to non-magical attacks and damages.   Superior: The damage dice of this weapon is increased by one sized (for example, 1D4 becomes 1d6.)   Masterwork: You can additional +1 bonus to attack and damage rolls and with this weapon.    
3rd (Tier Cost 5,000 gp) DC 18
  Rune elemental blade: add 2D6 damage of an elemental damage of either Fire, Ice, electrical.  The element type is choice at creation   Bleed: gut hook been added to this blade. When stab this blade does additional damage when it removed from the target. Dealing 1d4 bleed damage for 1d4 turns. (damage does not stack but each attack restart the turn count.)   Rouges Blade: The blade is shape perfectly to damage critical areas, on crit does extra 2D6 damage.   Gunblade: The spine of the blade is made to shoot a small round and works as single shot breech loaded pistol.  Can not be used with Hypodermic blade    

Cross Piece Modification


The cross piece can only have a total of two mods. However you can only have 2 tier 1, 1 tier 2 mods and 1 tier 2. However any effect to the target only 1 mod can be activated at time unless stated otherwise  
1st (Tier Cost 200gp) DC 12
  Hardened: Grants a +1 deflection bonus to AC   Tool set: Built in tool set that allow the rouge to pick locks faster. +5 on lock picking   Glitter bomb: Small forward facing charge with packed ruin crystal dust. When activate a small on a successful strike an exposition and the target is covered magical dust. (works as fairy fire for 1 minute, reload take 10 minutes and DC 12 tinker check) "Bonus action needed"   Garrote wire: Part of the cross pieces detachees with Adamantine wire. The garrote wire can only be used on medium or small creature while the user has advantage on the attack roll. "Anything that grants sneak attack" On hit, the target take 1d4 slashing damage, and is grappled. Until the grappled is broken, the target can not breath and begins to choke. (follow suffocation rule starting at out of breath.)  
2nd (Tier Cost 1000gp) DC 15
  Lockgun: A tool the rapidly move and turn the pins on the inside of the lock causing it to unlock. Grants advantage on all lock-picking attempts   Stunner: A shocking dart with a tether shoot out "Range attack" You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.   Charge bomb: An upgraded glitter bomb can do elemental damage instead. However Glitter bomb charges will still work. With the reload time much faster. DC 12 tinker check and take 1 round to reloaded
  • Force Charge: on Successful attack add a 1d10 force damage.
  • Fire Charge: On Successful attack and does 1d10 Fire damage
  • Plosion Charge: On Successful attack a noxious gas is released. The target need to pass a con check DC 12 or take 1D12 poison damage.
  • Cold charge: On a Successful strike add 1D8 cold damage and the target speed is reduced by 10 until the start of your next turn.
  • If the Glitter bomb is also installed both can be fired off at the same time.
 
3rd (Tier Cost 5,000 gp) DC 18
    Vampire touch: On a successful strike the blade can deal 3d6 necrotic damage and you regain half the amount of the necrotic damage dealt. The rune stone to charge this ability need a short or long rest to recharge.   Spike Targe: The cross piece fans out creating a small buckler shield with a dagger blade on it. This grants a +2 bonus to AC and last for 6 rounds. The rune stone to charge this ability need a short or long rest to recharge.   Lock Breaker: A small drill head spike is shot in the lock it cause it to open. Small explosion and loud knock sound is audible from as far away as 300 feet. The explosion from the magical ruin dust even disable arcane locks for 10 minutes. Take a short or long rest to clean, and reload after use.  

Handle Modification


The Handle can have total of three different modification. There are three tiers. However you can only a total of 1 tier three mod. 2 tier two mods and 3 tier one mods 1  
1st (Tier Cost 200gp) DC 12
  Fluid chamber. This is a fluid tube that hole one dose of a poison or other liquid substance   Rune stone compartment: Hold a rune stone to power Mechanika power object.   Razor handle. A trap designed to prevent anyone but the owner to wield it. DC to disarm the trap is 10+(number pass the Tinker DC check of 14 to create) You can redo the handle but the cost of 200 Gp will be need for new parts. example: So you have a plus 10 to your tinker check skill and you roll a 10 Your total is 20. Your roll was 6 pass the tinker DC check making the disable DC for the handle to be DC 16
  • Razor handle does 3d6 damage. Roll a D100 on a 99-100 it also remove 1d4 fingers and the bleed effect is applied.
knuckle Duster:  Knuckleduster are added to the hound adding metal rings around the fingers.  This will allow blunt attack strikes for 1d4+str for damage. This also grants a advantage rolls to save vs being disarmed.   Emergency healing 1st grade:  A ruby stone with magical enhancement is trigger to a mechanical device that will inject into your hand healing contents of a cure minor wounds potion  (1D8+1).  This can only hold one vile of the cure wounds.  If you take HP are drop to 0 hit point or lower.  You can use a reactional action to have the weapon heal you.  If your reaction is already spend or you are out.  Then it fire off at the top of the of your next turn.  This can also be forced to activate early by spending an action to activate.  However this can only be used once per short rest.  
2nd (Teir Cost 1000gp)  DC 15
  Ammo chamber Handle. Allows you to have gunblade mod to have a total of 3 rounds of ammo before needing to be reloaded.   Drill handle:  A mechanical motor built in the handle that spin the blade in a fast drilling motion.  Add extra 2d6 damage to the attack.  Can forgo the damage, and use it to drill hole in armor which lowers the armor DC by 1  "Does not effects natural/magical  armor in this way" Can use 3 time per long rest.   Vapor Chamber.  Small heating element that heats up a vile of liquids and produces a fog that comes from the pomal of the handle.  This create the Fog Cloud spell 1 per short rest.   Emergency healing 2st grade: same as the Emergency healing 1st grade expect it can hold a vile of  Healing potion  (2d8+2)  
3nd (Tier Cost 5000gp) DC 18
  Emergency healing 3rd grade: Same as the emergency healing 1st grade expect it can hold a vile of Greater Healing Potion (4d4+4)   Adv. Vapor Chamber  Just like the vapor chamber expect allows you to cast stinking cloud instead of fog cloud.  However due to the process of making the  of the horrible liquid need to produce this sticking cloud.  You are immune to Stink clouds effects of the dagger.  (this does not make you immune to other sources of stinking cloud spells or effects.)   Dimensional storage: Small hidden compartment that can hold 10 item of  1 inch in diameter and 6 inches long.  Items like potion, viles, spell scrolls, hotdog, and anything that you can think off.   poured   confirmed  

Example of making a Gageeter Dagger

  Blade Section:  Superior (t2)1000gp , keen blade(t1)200gp, Folding blade(t1)200gp Cross piece section: Vampire touch T3 5000 gp Handle:  Drill handle (T2) 1000gp Emergency healing 2nd Grade (T2) 1000gp   Total gold cost 9400gp.  Requires  3 DC 15 tinker checks, 2 DC 14 tinker checks, and 1 DC 18 tinker checks.  If everything is successful my dagger will look like this   Undying Vampiric Drilling Dagger.
  • 1d6+1
  • Once per short rest can do 3D6 Necrotic damage and the wielder heal half 
  • Three time per long rest  can do extra 2d6 damage or can forgo extra damage and lower AC by 1
  • Once per long rest the dagger can heal wilder 2d8+2 damage as reactionary when down to 0 HP or when triggered.
  • The Dagger fold and gains advantage on concealment checks to hide it

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