D20:Armor Spikes Weapon
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Size | Cost1 | Damage | Weight1 | hpTemplate:ifexpr: 1 and 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1 or 1 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Fine | 1 | ||||||||||
Diminuative | 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 | ||||||||||
Collossal | 4d6 | [/LIST] |
[top]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.
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.
[top]Enhancements
Material | Average | Masterwork1 | Hardness | hp | Special |
---|---|---|---|---|---|
Steel | +50 gp | +350 gp | 10 | ? | |
Adamantine | ? | +3,050 gp | 20 | Bypass hardness less than 20 | |
Crystal, Deep | ? | +1,050 gp | 10 | Psionic | |
Crystal, Mundane | ? | {{{mccost|+350 gp}}} | 8 | No rusting, not metal | |
Darkwood | ? | n/a | n/a | n/a | ? |
Iron, Cold | +100 gp | +400 gp | 10 | Magical enchantments cost an additional 2,000 gp. | |
Mithral | ? | +5,050 gp | 15 | 1/2 weight | |
Silver, Alchemical | +70 gp | +370 gp | 8 | −1 damage | |
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Bonus Value | Additional Cost1 | Hardness Increase2 | Additional hp2 |
---|---|---|---|
+1 | +Template:formatnum: -- template expr: 40 50 gp | +2 | +10 |
+2 | +Template:formatnum: -- template expr: 160 50 gp | +4 | +20 |
+3 | +Template:formatnum: -- template expr: 360 50 gp | +6 | +30 |
+4 | +Template:formatnum: -- template expr: 640 50 gp | +8 | +40 |
+5 | +Template:formatnum: -- template expr: 1000 50 gp | +10 | +50 |
+6 | +Template:formatnum: -- template expr: 1440 50 gp3 | +12 | +60 |
+7 | +Template:formatnum: -- template expr: 1960 50 gp3 | +14 | +70 |
+8 | +Template:formatnum: -- template expr: 2560 50 gp3 | +16 | +80 |
+9 | +Template:formatnum: -- template expr: 3240 50 gp3 | +18 | +90 |
+10 | +Template:formatnum: -- template expr: 4000 50 gp3 | +20 | +100 |
+11 or more | + bonus × bonus × Template:formatnum: -- template expr: 400 50 gp | + enhancement bonus × 2 | + enhancement bonus × 10 |
|
[top]See Also
System Reference Document -> Equipment -> 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 11:56 AM 0 Comments, 15,440 Views |
, 05-19-2007 at 09:56 PM
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