Description: 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. (just enchantment bonus no special ability)
Enhancements
These are the prices for this item when made with specific materials or enhancements.
Spiked Armor Material Enhancements
Material | Cost | Hardness | Hit Points | Special |
---|---|---|---|---|
Steel | $350 | 10 | * | - |
Adamantine | $3,050 | 20 | * | Bypass hardness less than 20 |
Iron, Cold | $400 | 10 | * | Magical enchantments cost an additional 2,000 gp. |
Mithral | $5,050 | 15 | * | 1/2 weight |
Silver, Alchemical | 370 | 8 | * | −1 damage |
1: The given costs include the masterwork component. The armor check penalties for masterwork armor and shields are lessened by 1.
Weapon Enhancements
Bonus Value | Additional Cost | Hardness Increase | Additional HP |
---|---|---|---|
+1 | $+2,000 | +2 | +10 |
+2 | $+8,000 | +4 | +20 |
+3 | $+18,000 | +6 | +30 |
+4 | $+32,000 | +8 | +40 |
+5 | $+50,000 | +10 | +50 |
+6* | $+72,000 | +12 | +60 |
+7* | $+98,000 | +14 | +70 |
+8* | $+128,000 | +16 | +80 |
+9* | $+162,000 | +18 | +90 |
+10* | $+200,000 | +20 | +100 |
Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.