Armor Spikes

System: Pathfinder | Category: Weapon | Slot: Main Hand | SRD

Key Stats

Additional Stats

Key Value
Armor Arcane Spell Failure Chance -
Armor Maximum Dex Bonus -
Name Armor Spikes
Type item
Weapon Dmg (L) 1d8
Weapon Dmg (T) 1d3
Weapon Weapon Class Light Melee Weapons

Description

You can have spikes added to your armor, which allow you to deal extra piercing damage (see “spiked armor” on 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.

Raw Data

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  "url": "pfsrd://Core Rulebook/Rules/Equipment/Armor/Armor Descriptions/Armor Spikes",
  "body": "<p id=\"armor-spikes\">You can have spikes added to your armor, which allow you to deal extra piercing damage (see &ldquo;spiked armor&rdquo; on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a &ndash;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.</p>",
  "misc": {
    "Armor": {
      "Armor Type": "Extras",
      "Armor Bonus": "&mdash;",
      "Speed (20 ft.)": "&mdash;",
      "Speed (30 ft.)": "&mdash;",
      "Maximum Dex Bonus": "&mdash;",
      "Armor Check Penalty": "&mdash;",
      "Arcane Spell Failure Chance": "&mdash;"
    },
    "Weapon": {
      "Type": "P",
      "Dmg (L)": "1d8",
      "Dmg (M)": "1d6",
      "Dmg (S)": "1d4",
      "Dmg (T)": "1d3",
      "Critical": "&times;2",
      "Proficiency": "Martial Weapons",
      "Weapon Class": "Light Melee Weapons"
    }
  },
  "name": "Armor Spikes",
  "slot": "main_hand",
  "type": "item",
  "price": "+50 gp",
  "source": "Core Rulebook",
  "weight": "+10 lbs.",
  "description": "<p id=\"armor-spikes\">You can have spikes added to your armor, which allow you to deal extra piercing damage (see &ldquo;spiked armor&rdquo; on Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a &ndash;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.</p>",
  "_import_path": "core_rulebook/item"
}

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