Armor Spikes

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