Name | Armor spikes |
---|---|
Sorted Name | Armor spikes |
Family | Armor and Shields |
Category | Armor |
Subcategory | Extras |
Price | +50 gp |
Price as Gold Pieces | 50 |
Creation Cost | +50 gp |
Damage (Small) | 1d4 |
Damage (Medium) | 1d6 |
Critical Hit Threat Range | x2 |
Range Increment | - |
Damage Type | Piercing |
Weight | +10 lb. |
Hardness | 10 |
Hitpoints | 2 |
Version | SRD |
Sources | System Reference Document on page 124 |
Description: You can have spikes added to your armor, which allow you to deal extra piercing damage (see Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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