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Creating new natural attacks

Caraldur

Active member
I am adding a new monster from the Serpent's Skull AP and the monster has a spine attack. My question is how do I add a new natural attack to the list of natural attacks?
 
I am adding a new monster from the Serpent's Skull AP and the monster has a spine attack. My question is how do I add a new natural attack to the list of natural attacks?
I am going to assume Spine is actually a Piercing attack. Which is similar to Gore? So I would give it a Gore attack and change its Livename to "Spine".

Otherwise I am not sure if you add a new weapon if you can get HL to understand that it is actually a natural weapon? I am thinking you can as natural attacks are just weapons listed in the weapon tab. Just never tried it out yet to see if any issues come from adding a new natural attack.
 
I am adding a new monster from the Serpent's Skull AP and the monster has a spine attack. My question is how do I add a new natural attack to the list of natural attacks?

Add a tail attack weapon and add a field "livename" and call it Spine.
 
I am going to assume Spine is actually a Piercing attack. Which is similar to Gore? So I would give it a Gore attack and change its Livename to "Spine".

Otherwise I am not sure if you add a new weapon if you can get HL to understand that it is actually a natural weapon? I am thinking you can as natural attacks are just weapons listed in the weapon tab. Just never tried it out yet to see if any issues come from adding a new natural attack.

Ok, I'll try that and yes I believe it is a piercing attack. The spines can also be ranged weapons as well. Do I have to do anything special to make the attack both melee and range?
 
Creating a new natural weapon???

This may be one of the most obvious questions or even stupidest I've ever asked but how do I create a new Natural Weapon so it shows on the natural weapon pick list?

Similar to wBite or others. Ps I notice Manticore spikes don't appear as natural!
Bodrin confused:confused:
 
This may be one of the most obvious questions or even stupidest I've ever asked but how do I create a new Natural Weapon so it shows on the natural weapon pick list?

Similar to wBite or others. Ps I notice Manticore spikes don't appear as natural!
Bodrin confused:confused:
As far as I know when this has been asked before the answer is we can't. Natural Attacks are part of the CORE files we can't change. Its why I suggested to the OP to rename another Natural Attack as its the best we can do right now. =(
 
As far as I know when this has been asked before the answer is we can't. Natural Attacks are part of the CORE files we can't change. Its why I suggested to the OP to rename another Natural Attack as its the best we can do right now. =(

You know, I'm sat at work using an iPhone to type, no access to my systems and I'd spent a good few hours early this morning entering a bestiary creature up to the point that everything worked including bootstrapping a new weapon as a natural attack which works. It just niggled me that I couldn't select or create a New natural attack. So I thought ask the question, never bothered searching the forums first!:rolleyes:

My bad.
 
Yea no problem.

What was the natural attack you needed? Is it something you could user similar or is it so different that really needs a new one. Just asking as if it is something that comes up allot in monsters it may already by on Mathias to-do list to add something like it.
 
Yea no problem.

What was the natural attack you needed? Is it something you could user similar or is it so different that really needs a new one. Just asking as if it is something that comes up allot in monsters it may already by on Mathias to-do list to add something like it.

It's basically a spike attack but no worries bootstrapping a weapon called spikes works just as well. It's annoying not to have it in with the natural attack pick list though!
 
I was playing around with this today as well. Looks like there is the Other Melee and Other Ranged Attacks in the natural attacks. I just used Other Melee Attack and changed its livename to Spines
 
Frumple, you've got the right of it. In Bestiary 3 there were many creatures that had weird new natural attacks and weapon focus or whatever in them. We basically had 3 options.

A - Making a new natural attack for each and cluttering the list.
B - Do the thing ShadowChemosh mentioned, bootstrap a similar attack and rename it (For example, bootstrap Spikes and rename it "Scales" for the Tempest Behemoth) but then you'd have to select the base weapon for weapon focus. Then the User would look at the feats tab and be like "What's up? I thought it was supposed to have Weapon Focus (Scales) instead of Weapon Focus (Spikes)!"
C - Create a mostly blank set of natural weapons the user can bootstrap, rename, and define themselves. This way the weapons list isn't cluttered, and it avoids the confusion of B because if a natural weapon doesn't appear frequently it qualifies as an "Other Natural Weapon" for feats and such. A particular creature is unlikely to have more than one of these anyway.

So obviously we went with C, and now you know why.
 
C - Create a mostly blank set of natural weapons the user can bootstrap, rename, and define themselves. This way the weapons list isn't cluttered, and it avoids the confusion of B because if a natural weapon doesn't appear frequently it qualifies as an "Other Natural Weapon" for feats and such. A particular creature is unlikely to have more than one of these anyway.

So obviously we went with C, and now you know why.

Is this "Other Natural Weapon" coded to only work if you have the B3 supplement, or is it added to the core package somewhere? I am working on inputting some monsters, but just about every other one has a special natural weapon. Up until now I have just been changing the livename, which works, but some of them are being .... difficult.
 
You should be able to bootstrap it just fine while creating a new monster race, as you would any natural attack. Be sure to select tags for the Damage type and anything else for a particular example (like range increment if it is a ranged weapon for example).
 
C - Create a mostly blank set of natural weapons the user can bootstrap, rename, and define themselves. This way the weapons list isn't cluttered, and it avoids the confusion of B because if a natural weapon doesn't appear frequently it qualifies as an "Other Natural Weapon" for feats and such. A particular creature is unlikely to have more than one of these anyway.
Thanks for the info about this Aaron. You know this would have been a great thing to put in the Updates note for v6.10. :)

Also to confirm that these new "Other Natural Weapons" does NOT require B3 data set.
 
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