Armor Spikes
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.
Extras | ||||||||
Armor | Cost | Armor/Shield Bonus | Maximum Dexterity Bonus | Armor Check | Penalty Arcane Spell Failure Chance | Speed (30 ft.) | Speed (20 ft.) | Weight. 1 |
Armor spikes | +50 gp | – | – | – | – | – | – | +10 lbs. |
Light Melee Weapons (Martial) | ||||||||
Weapon | Cost | Dmg (S) | Dmg (M) | Critical | Range Increment | Weight | Type | Special |
Spiked armor | special | 1d4 | 1d6 | ×2 | – | special | Piercing |
Source: Core Rulebook