SRD:Armor Spikes

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Spiked Armor
Martial Light Melee
Critical: ×2
Range Increment:
Type: Piercing
Hardness: 10
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 * *
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

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

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}}{| 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" |

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Magical/Psionic Weapon Enhancements
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
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See Also



Back to Main Page3.5e Open Game ContentSystem Reference DocumentWeapons