Armor Spikes
System: Pathfinder | Category: Weapon | Slot: Main Hand | SRD
Key Stats
- Price: +50 gp
- Weight: +10 lbs.
- Source: Core Rulebook
- Damage (M): 1d6
- Damage (S): 1d4
- Critical: ×2
- Proficiency: Martial Weapons
- Armor Check Penalty: -
- Armor Bonus: -
- Armor Type: Extras
- Speed (20 ft.): -
- Speed (30 ft.): -
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 “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.</p>",
"misc": {
"Armor": {
"Armor Type": "Extras",
"Armor Bonus": "—",
"Speed (20 ft.)": "—",
"Speed (30 ft.)": "—",
"Maximum Dex Bonus": "—",
"Armor Check Penalty": "—",
"Arcane Spell Failure Chance": "—"
},
"Weapon": {
"Type": "P",
"Dmg (L)": "1d8",
"Dmg (M)": "1d6",
"Dmg (S)": "1d4",
"Dmg (T)": "1d3",
"Critical": "×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 “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.</p>",
"_import_path": "core_rulebook/item"
}
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