D20:Armor Spikes Weapon
| |||||||||||
| 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 | |
| |||||
| 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 |
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[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. |
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Created by , 05-19-2007 at 09:56 PM Last edited by , 10-23-2011 at 11:56 AM 0 Comments, 21,436 Views |
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