Questions about Armor Spikes


Rules Questions

Sovereign Court

2 people marked this as FAQ candidate.

So I like to make random stupid builds and currently I'm working on a level 2 Hunter/Fighter with 22 Strength that likes to Bull Rush things.

Improved Bull Rush
Merciless Rush
Spiked Destroyer

Basically when I make a Bull Rush attempt, I get a Swift Action attack with my Spiked Armor. As long as the Combat Maneuver Check beats their CMD by 5, I also add another Str bonus damage on top of it, so 6 damage if I miss, 1d6+12 if I hit.

Now, my questions are:

Question #1: How do you price Armor Spikes when you are making them magical?

I know you add 50 gold and 10 pounds to the armor, so are you supposed to just assume they're 50 gold and do the math for calculating magical weapons that way? Also an attached question; can you transfer the spikes between armor? I read this in another forum and the author described it as "unscrewing" the spikes from the armor or having them removed by the armorsmith and reattached to the new armor. Hell, the armor could even be Mithril while the armor spikes are a +1 Adamantine. At least that's how I see it, so please correct me if I'm wrong.

Question #2: Can I pick Armor Spikes as a choice for the Heirloom Weapon trait?

Armor Spikes are considered a light weapon and the feat Spiked Destroyer even says you need proficiency with them, so I'd think it's a viable choice. Another attached question; Does this mean I can choose Armor Spikes and Bull Rush and get the +2 bonus? Technically you're not doing an actual attack during the bull rush attempt so I don't know if you're using the weapon, but considering I plan to take Spiked Destroyer I figure it makes sense.

Like I said, I'm just toying around with the idea so let me know if there are any obvious holes in it and I'll reconsider the idea. So far it's looking like pretty fun though.

Sczarni

You ask some really good questions.

I'll go ahead and flag your original post to be moved over to the Rules Questions forum so your chances of getting some equally good answers increases.


Flagged to be moved.

1) It shouldn't matter: the base cost of the item AFAIK never effects the cost of magical enhancement. It'll be 300 to make it as masterwork and then the listed cost in the weapons section to enhance after that. Removing the spikes is up to the DM.

Can't answer #2, but I doubt you would get the +2 bonus to bull rush from the armour spikes: I think combat maneuvers that can use weapons are specifically listed as disarm, trip and sunder IIRC?


I think the spikes are limited to disarm sunder and trip. If it was a dwarven boulder helmet you could bull rush.


As far as the Heirloom Weapon trait? It'd be an interesting discussion to talk about your family's historic armour spikes ... haven't looked up Hunter, but Fighter gets proficiency since they're martial. The other benefits seem to be linked to 'that specific weapon' so I don't think you're getting as much benefit from that as you could; upgrade to magic spikes and say goodbye to the benefits.

Silver Crusade Contributor

The Masterwork Transformation spell is exactly what you need to keep the heirloom useful as your character grows.


BigNorseWolf wrote:
I think the spikes are limited to disarm sunder and trip. If it was a dwarven boulder helmet you could bull rush.

I wasn't aware you could use Armor Spikes to trip with. Are you sure? But I don't think the OP was exactly proposing to use the Spikes to Bull Rush with. He is mentioned the Feat Spiked Destroyer, which lets you make an Armor Spike attack as a Swift Action on the same round as you Bull Rush. That's not the same thing.

I'll have a look at the Dwaven Boulder Helmet, though.

Maar the Volcano Monk wrote:

Question #1: How do you price Armor Spikes when you are making them magical?

I know you add 50 gold and 10 pounds to the armor, so are you supposed to just assume they're 50 gold and do the math for calculating magical weapons that way?

Yes, and the spikes are enchanted seperately as weapons apart from the armor itself

[quote = Maar the Volcano Monk] Also an attached question; can you transfer the spikes between armor? I read this in another forum and the author described it as "unscrewing" the spikes from the armor or having them removed by the armorsmith and reattached to the new armor.

That I'm not so sure about. You can ask your DM of course, but I think you'll be having to sell one set of spikes or 1 suit of spiked armor to help fund the next.

Maar the Volcano Monk wrote:
Hell, the armor could even be Mithril while the armor spikes are a +1 Adamantine. At least that's how I see it, so please correct me if I'm wrong.

I see this your way, too. I don't think there is a problem with wearing Mithril Armor with Adamantine Spikes with 1 Alchemal Silver Gauntlet and 1 Cold Iron Gauntlet.

Scarab Sages

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Scott Wilhelm wrote:
BigNorseWolf wrote:
I think the spikes are limited to disarm sunder and trip. If it was a dwarven boulder helmet you could bull rush.
I wasn't aware you could use Armor Spikes to trip with. Are you sure? .

You can use any weapon to trip.

Sczarni

Sundering with Armor Spikes.

I imagine that would look something like a full body chicken peck.

Grand Lodge

Armor Spikes..... Full Plate cod piece...... The sundering imagery is funny and disturbing.

Scarab Sages

Auriea wrote:
Armor Spikes..... Full Plate cod piece...... The sundering imagery is funny and disturbing.

The trip and disarm options for that are amusing as well.

Dark Archive

Imbicatus wrote:
Auriea wrote:
Armor Spikes..... Full Plate cod piece...... The sundering imagery is funny and disturbing.
The trip and disarm options for that are amusing as well.

I PELVIC THRUST AT HIS KNEES

or

I PELVIC THRUST AT HIS WEAPON


Coup de grâce.

Now where did I put that brain bleach.....


Well, it's the pelvic thrust that really drives you insa-a-a-a-ane.

Spoiler:
Let's do the time warp again!


#1 - You price Armor Spikes like you price any weapon, 300g to make it masterwork (or cast the masterwork transmutation spell as stated above in case it's the Heirloom), +3,000g if you want them make of adamantine, and you pay the price for the enchantments you want, +1 to +10.

It's easier to imagine you can simply screw them all off the armor and place them in another armor if you want, I don't see any reason anyone would not be able to do that, but the armor needs to be adapted to receive the screwable spikes.

#2 - I see no problem im using your father's heirloom amor spikes and placing the +2 combat maneuver in them, it's all right with the rules as fars as I can tell. A Bullrush is an attack, just like Trip, Sunder, Reposition, etc. It's an attack that doesn't deal damage, but is probably prejudicial to the target.

Sovereign Court

After taking in all the suggestions, I've concluded that:

The pricing seemed fairly obvious, I guess what I really wanted to ask is if the spikes are transferrable. My idea is that a proper armorer, who would be making my next suit of armor anyways, could safely break off the spikes from the old suit and re-attach them to the new one. Because it's PFS, I can afford to buy +1 Armor Spikes way earlier than I'll have enough fame to buy some Mithril armor.

I was really stretching for the Heirloom Weapon trait, and the rules for Bull Rush do say that you're doing it "in place of a melee attack", so you wouldn't actually be using a weapon even though my feat kind of makes it seem like you would, haha.

The way I imagined the Heirloom Weapon - Armor Spikes, could also be in the form of a helmet. For flavor purposes, my character bull rushes using his "horns" which are just two long armor spikes he uses as swords (since the damage of armor spikes is the equivalent of a cutlass or scimitar). That, or his family is known for being "Spiked Warriors" of some sort and are reknown for their use of spiked armor in battle and the fathers pass on their spikes to their offspring. :P

Thanks for all the help guys!

Grand Lodge

They have body piercings that function as Armor Spikes.

Sczarni

Indeed.

Grand Lodge

Nefreet wrote:
Indeed.

Those too.

I was talking specifically, about these.


blackbloodtroll wrote:
Nefreet wrote:
Indeed.

Those too.

I was talking specifically, about these.

Yep, now you can do naked armor spikes.

Grand Lodge

Truly disarm your foes, with magical spiked nipple piercings.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've always figured armor spikes were screwed into place, and thus were transferable from one suit of armor to the next (since you could simply screw them in and out of the holes your smith drilled into the armor).

Sovereign Court

graystone wrote:
blackbloodtroll wrote:
Nefreet wrote:
Indeed.

Those too.

I was talking specifically, about these.

Yep, now you can do naked armor spikes.

As awesome as both of those are, they are sadly not PFS legal from what I can tell, haha.

The original thread was posted in the Pathfinder Society General Discussion, because of situations like this. :P PFS needs its own Rules section, haha.

Scarab Sages

The Oread fleshgems are legal, but you have to have an Oread boon to be able to implant them.


Maar the Volcano Monk wrote:
graystone wrote:
blackbloodtroll wrote:
Nefreet wrote:
Indeed.

Those too.

I was talking specifically, about these.

Yep, now you can do naked armor spikes.

As awesome as both of those are, they are sadly not PFS legal from what I can tell, haha.

The original thread was posted in the Pathfinder Society General Discussion, because of situations like this. :P PFS needs its own Rules section, haha.

Ah, I was unaware this was a PFS question. I'm pretty sure the piercings are not legal for that.

Sovereign Court

Imbicatus wrote:
The Oread fleshgems are legal, but you have to have an Oread boon to be able to implant them.

I literally just came back into this thread to look up those again, haha. One of my friends is using an Oread boon currently so I might have to see if he has another that I can beg and grovel for. ;)

Grand Lodge

There is also the Demonspike Pauldrons, which, require no armor.


blackbloodtroll wrote:
There is also the Demonspike Pauldrons, which, require no armor.

Though they get better is you have both those AND some armor spikes.

Grand Lodge

graystone wrote:
blackbloodtroll wrote:
There is also the Demonspike Pauldrons, which, require no armor.
Though they get better is you have both those AND some armor spikes.

I wonder if they work with Fleshgems, or Shadow Piercings.


blackbloodtroll wrote:
graystone wrote:
blackbloodtroll wrote:
There is also the Demonspike Pauldrons, which, require no armor.
Though they get better is you have both those AND some armor spikes.
I wonder if they work with Fleshgems, or Shadow Piercings.

They should. One "function(s) as armor spikes" and the other "is considered to have +1 armor spikes". Seems legit to me.

Grand Lodge

Well, if they don't improve the other Armor Spikes, then, you end up with a pair of Armor Spikes.

Either way, I find this delightfully awesome.

Grand Lodge

Oh my, what if you wear Flesh Gems, and Shadow Piercings?

What if you wear all three?


What if you wear all three and normal armor spikes?


Avoron wrote:
What if you wear all three and normal armor spikes?

Shadow Piercings don't work when wearing armor so they don't work with normal spikes. So 3 max.

Scarab Sages

You can't even wear armor with the fleshgem spikes.

Grand Lodge

Imbicatus wrote:
You can't even wear armor with the fleshgem spikes.

Demonspike Pauldrons, Shadow Piercing, and Fleshgems.

None require armor.

All function as Armor Spikes.

Scarab Sages

Yes, I was just pointing that out for Avoron.

Although, If I ever want to make Doomsday in Pathfinder, Oread invulnerable rager with the those Pauldrons, fleshgem spikes, and beast totem seems like the way to go.

Sczarni

Maar the Volcano Monk wrote:
The original thread was posted in the Pathfinder Society General Discussion, because of situations like this. :P PFS needs its own Rules section, haha.

The original thread was just a rules question, and had nothing to do with PFS.

PFS has a few forums where you can ask questions, but if they're not PFS-specific, then they belong in the Rules Questions forum.

Having two Rules Questions forums would be redundant, and a headache. The system that's in place now works fine.

Sovereign Court

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Maar the Volcano Monk wrote:
Because it's PFS, I can afford to buy +1 Armor Spikes way earlier than I'll have enough fame to buy some Mithril armor.

Actually - there's no minimum fame to buy mithril armor. Mithril (and any other special material for that matter) is mundane, not magical, so there's no minimum fame to buy it.

I actually did that with my bard - I bought a mithril breastplate (cost of 4200) at level 3, way before I had enough fame for magic that big of a magic weapon.

Sovereign Court

Charon's Little Helper wrote:
Maar the Volcano Monk wrote:
Because it's PFS, I can afford to buy +1 Armor Spikes way earlier than I'll have enough fame to buy some Mithril armor.

Actually - there's no minimum fame to buy mithril armor. Mithril (and any other special material for that matter) is mundane, not magical, so there's no minimum fame to buy it.

I actually did that with my bard - I bought a mithril breastplate (cost of 4200) at level 3, way before I had enough fame for magic that big of a magic weapon.

That is SUPER helpful to know! I never made that connection, haha.

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