Armor Spikes

To Armour

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A warrior form Central India.Published Date 1912

A warrior form Central India.Published Date 1912

You can have spikes added to your armor, which allow you to deal extra piercing damage 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.

Extras
Armor Cost Armor/Shield Bonus Maximum Dexterity Bonus Armor Check Penalty Arcane Spell Failure Chance Speed (30 ft.) Speed (20 ft.) Weight. 1
Armor spikes
+50 gp +10 lbs.

 

Light Melee Weapons (Martial)
Weapon Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type Special
Spiked armor special 1d4 1d6 ×2 special Piercing  

Source: Core Rulebook

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To Armour

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