D20:Shield Spike, Light Shield Weapon
;Light, Martial Melee Weapon
Cost: | +10 gp |
DMG (S): | 1d3 |
DMG (M): | 1d4 |
DMG (L): | 1d6 |
Critical: | x2 |
Range Increment: | ? |
Weight1 | +5 lb. |
Type2 | Piercing |
2 When two types are given, the weapon is both types if the entry specifies ?and,? or either type (player?s choice at time of attack) if the entry specifies ?or.?
[top]Notes
You can bash with a spiked shield instead of using it for defense.
When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash attacks as if the shield were designed for a creature one size category larger than you. You can?t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack (see above).
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.
When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash attacks as if the shield were designed for a creature one size category larger than you. You can?t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack (see above).
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.
[top]Enhancements
These are the prices for this item when made with specific materials or enhancements.
- Masterwork: 310 gp (+1 enhancement bonus to hit)
- Adamantine: 3,010 gp (price includes masterwork)
- Alchemical Silver: 30 gp (-1 damage)
- Cold Iron: 20 gp (+2,000 gp if enchanting this item.)
- Darkwood: N/A
- Deep Crystal: 1,010 gp
- Crystal, Mundane: 310 gp
- Mithral: 2,500 gp (price includes masterwork, halve weight)
- Magic*
+1: 2,310 gp (+2,000 gp for +1 enhancement bonus)
:+2: 8,310 gp (+8,000 gp for +2 enhancement bonus)+3: 18,310 gp (+18,000 gp for +3 enhancement bonus)
:+4: 32,310 gp (+32,000 gp for +4 enhancement bonus)+5: 50,310 gp (+50,000 gp for +5 enhancement bonus)
:* Magic items must be masterwork. Costs listed are for steel weapons.
[top]See Also
System Reference Document -> Equipment (SRD) -> Weapon Descriptions
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:59 AM 0 Comments, 12,355 Views |
, 05-20-2007 at 12:40 AM
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