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theunknowndm
Junior Member
 
Join Date: Apr 2010
Posts: 4

Old July 26th, 2010, 06:14 PM
How would I make the following magic weapon work as a secondary natural weapon for herolab?

GRASP OF DROSKAR:
Aura moderate transmutation and divination;
CL 10th
Slot gauntlet; Price 12,302 gp
Description
This left-handed black iron gauntlet appears
little more than a dull soot-stained plated
glove at first glance, but in truth it is a
powerful boon granted by Droskar to his
most faithful subjects. Placing the glove on
your left hand causes excruciating pain as
your appendage curls into a tight fist and
then slowly transforms to supernaturally
hard black stone. You cannot use your left
hand for anything beyond smashing it into
objects or creatures (you cannot carry a
shield or secondary weapon and you take a
–4 on skill checks that usually require two
hands). The gauntlet cannot be removed
without a successful casting of remove curse,
break enchantment, or a similar spell.
T he gauntlet grants you a +2 enhancement
bonus to Strength and acts as a +1
adamantine gauntlet. The item also grants
you the ability to use the gauntlet as a
secondary natural weapon. In addition, the
Grasp of Droskar allows its wearer to use
stone shape once per day.

Construction Requirements:
Craft Wondrous Item, bull’s strength, magic fang, stone shape; Cost 7,802
gp, 360 XP

Last edited by theunknowndm; July 27th, 2010 at 11:35 AM.
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Paris.Crenshaw
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Join Date: Jul 2010
Posts: 178

Old January 19th, 2011, 09:33 AM
I'd like to resurrect this thread, myself.

I have implemented all of the other capabilities (leaving the -4 penalty as situational), but haven't been able to figure out the "secondary natural weapon" option, myself.

Was there ever a resolution to this question?

Thanks!
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Sendric
Senior Member
 
Join Date: Jul 2010
Posts: 3,146

Old January 19th, 2011, 10:03 AM
The selection of whether a natural attack is primary or secondary is done when creating the race as far as I can tell. In D20, there is a checkbox. I did some digging in Pathfinder, and discovered that when you select the natural attacks, you can hit the button "Tags", add a new tag and specify:

Group ID: Helper and Tag ID: NatPrimary

There might be another way, but this one would seem to work.
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ShadowChemosh
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Old January 19th, 2011, 10:26 AM
Actually the tag you want to use is "Helper.NatOverSec" as that will force a natural attack to be always be shown and treated as a Secondary Attack(ie -5H and 1/2 Str Dam).

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Sendric
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Join Date: Jul 2010
Posts: 3,146

Old January 20th, 2011, 04:42 AM
Even better. Thanks, Shadow.
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Paris.Crenshaw
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Join Date: Jul 2010
Posts: 178

Old January 21st, 2011, 03:33 PM
Thanks for the help, everyone! I used the tag as recommended, but when you add the weapon, now, it doesn't give you a choice on whether or not to equip it, it just automatically adds it as a secondary natural attack.

I think I can live with that. I just won't add the item to a character unless they put it on. It almost makes sense, given the cursed aspect of the item.

However, I am wondering if there's a way to implement that tag while still allowing a player to equip and unequip the weapon.
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