Armor Spikes


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I hope I am not duplicating anything, I didn’t find anything when searching.

Can armor spikes be added after the amor is made or do they have to be added when the armor is made?

Thanks.


Chris Ballard wrote:

I hope I am not duplicating anything, I didn’t find anything when searching.

Can armor spikes be added after the amor is made or do they have to be added when the armor is made?

Thanks.

GM's discretion? I can't personally see a reason why not. The books seem to treat them as entirely separate from the armor, even down to being able to be enchanted as a weapon (separate from the armor), meaning you could have +5 Platemail with +2 Armor Spikes.


No ruling against, so yes. Masterwork is a state of being, I'd classify spikes as an armor modification. If not, your GM would be a dick not to let you just "trade" your armor + spike cost for similar armor w/ spikes.


From the armor spikes weapon listing: "You can outfit your armor with spikes". I'd say that that text lends to the interpretation that they can be added after the armor has been created.

If you are looking for dev intent, armor modifications can be added after the armor was created RAW, so I'd say spikes should be able to be added as well.


Armor spikes are now listed under armor mods and there's rules for retrofitting armor mods.

Quote:
These modifications are added to mundane armor after creation at the listed cost. Modifying magical armor increases the listed cost of modifications by 50%. A suit of armor can bear only one modification.

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