SRD:Armor Spikes
This material is published under the OGL |
| |||||||||||
Size | Cost1 | Damage | Weight1 | hp1 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Fine | * | 1 | * | * | |||||||
Diminutive | * | 1d2 | * | * | |||||||
Tiny | * | 1d3 | * | * | |||||||
Small | +50 gp | 1d4 | +5 lb. | * | |||||||
Medium | +50 gp | 1d6 | +10 lb. | * | |||||||
Large | +100 gp | 1d8 | +20 lb. | * | |||||||
Huge | * | 2d6 | * | * | |||||||
Gargantuan | * | 3d6 | * | * | |||||||
Colossal | * | 4d6 | * | * | |||||||
|
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.
Enhancements
{{
#vardefine: hp |7
}}{| class="d20" |+ Spiked Armor Material Enhancements |- ! style="text-align: left;" | Material !! Average !! Masterwork1 || Hardness || hpОшибка выражения: неопознанный символ пунктуации «{» !! style="text-align: left;" | Special |- | style="text-align: left;" | Steel || +50 gp || +350 gp || 10 || * || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Adamantine || — || +3,050 gp || 20 || * || style="text-align: left;" | Bypass hardness less than 20 |- | style="text-align: left;" | Deep Crystal || — || +1,050 gp || 10 || * || style="text-align: left;" | Psionic |- class="even" | style="text-align: left;" | Mundane Crystal || — || +350 gp || 8 || * || style="text-align: left;" | No rusting, not metal |- | style="text-align: left;" | Darkwood || — || n/a || n/a || n/a || style="text-align: left;" | — |- class="even" | style="text-align: left;" | Iron, Cold || +100 gp || +400 gp || 10 || * || style="text-align: left;" | Magical enchantments cost an additional 2,000 gp. |- | style="text-align: left;" | Mithral || — || +5,050 gp || 15 || * || style="text-align: left;" | 1/2 weight |- class="even" | style="text-align: left;" | Silver, Alchemical || +70 gp || +370 gp || 8 || * || style="text-align: left;" | −1 damage |- | colspan="6" class="foot" |
- Masterwork weapons have a +1 enhancement bonus on attack rolls.Ошибка выражения: неопознанный символ пунктуации «{»
|}
Bonus Value | Additional Cost1 | Hardness Increase2 | Additional hp2 |
---|---|---|---|
+1 | +2000 gp | +2 | +10 |
+2 | +8000 gp | +4 | +20 |
+3 | +18 000 gp | +6 | +30 |
+4 | +32 000 gp | +8 | +40 |
+5 | +50 000 gp | +10 | +50 |
+6 | +72 000 gp3 | +12 | +60 |
+7 | +98 000 gp3 | +14 | +70 |
+8 | +128 000 gp3 | +16 | +80 |
+9 | +162 000 gp3 | +18 | +90 |
+10 | +200 000 gp3 | +20 | +100 |
+11 or more | + bonus squared × 20 000 gp |
+ enhancement bonus × 2 | + enhancement bonus × 10 |
|
See Also
Back to Main Page → 3.5e Open Game Content → System Reference Document → Weapons