Spike: Cost - 1
Appearance: You have a spike growing out of you.
Required Level: 1 and Darkspawn aberrant feat.
Benefits: You grow a spike somewhere on you. Spikes always start out fine sized before augments and deal 1 piercing damage (see
armor spike damage table for other sizes). When grappling, you may only have one spike affect the grappled creature each round, though you may choose a different spike each round. Unlike most features, you may also apply the spike feature to tentacles, limbs, and fins (only one spike may be applied to a single such feature). If you do, that feature adds the spikes damage onto its own when it deals damage (if it lacks an attack it gains a secondary sting natural attack that deals the spike's damage). If a spike is added to a stomach, the stomach is treated as having caltrops that deal the spikes damage in one square (if the formed stomach augment is applied), or if the formed stomach augment is not applied it gains a secondary natural attack against a single creature inside it per spike dealing the smallest spike's damage.
Special: You may remove the spikes gained by the darkspawn aberrant feat to gain one additional form point + 1 per size category larger than fine they are.
Augments:
Large Spike: Additional cost +4
The spike counts as a size category larger. You may apply this augment to the same spike multiple times to a maximum size of colossal. The effects stack.
Multiple Spikes: Additional cost +1
Requires Large Spike: Instead of one large spike you have multiple smaller ones. The spike counts as a size category smaller, and gains +1 to damage. You may apply this augment to the same spike up to as many times as large spike had been applied to it.
Horn: Additional cost +2
Requires Spike be at least as large as one size category less than you, and that it not be placed on a feature: Instead of acting as armor spikes, this spike instead grants a primary gore attack. A medium horn deals 1d8 damage (use standard table to adjust for size).
Enchanted Spike: Additional cost X
Required Level 6: You may exchange an amount of the enhancement bonus to the spike's attack granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same limb. The effects stack.