This special ability is
identical to mundane armor spikes except that the spikes retract into hidden
compartments in the armor.When they come out in response to a command word,
they deal 1d6 points of piercing damage (just as normal armor spikes), and the spikes are coated with a dose of a poison
that deals 1d3 points of Strength damage as both initial and secondary damage
(Fort DC 16).
Caster Level: 7th; Prerequisites:
Craft Magic Arms and Armor, poison; Market Price: +1 bonus.
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