Page values for "Spiked Armor"
"Equipment_Weapons" values
| Name | Armor, Spiked |
| Proficiency | martial |
| Category | light |
| TableType | misc |
| Cost | +50 gp |
| Damage | 1d6 |
| Critical | x2 |
| RangeInc | — |
| Weight | +10 lbs. |
| Stones | — |
| Type | P |
| LongType | piercing |
| Special | — |
| Fluff | You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack. |
| Benefit | You can 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. |
| Note | If you are not proficient with martial weapons, you take a –4 penalty on grapple checks when you try to use armor spikes. 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. |
