Quote:
Originally Posted by Spyderbane
That's the issue. I am not sure how to add a feat within the eval script
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Are you trying to bootstrap a feat to a custom ability if a character has the appropriate number of skillranks? If so, I think what you will have to do is bootstrap the feat with appropriate Disable tags (Helper.FtDisable is one I can think of) that you can remove if #skillranks proves true. Normally I would suggest using a bootstrap condition, but I think the number of skillranks can't be determined until later so this way the feat is there, but hidden until you unhide it because the character has hit the required skillranks.