So, I'm working on building out a class that has a feature that is so very like an Eidolon that I can create my own Eidolon races for it and all the mechanics just work out -- except for the fact that it needs a completely separate list of racial custom special abilities.
So, I can give it 0 evolution points and create all my racial abilities as secondary ones -- except for the fact that there isn't a field in the editor for the count of secondary racial customs (though there is a field for the name). So I can create them (and even select them from the portfolio), but then I get told I'm over the amount of allowed ones.
This may or may not be a moot point. There aren't actual choices, so they could simply be racial specials that trigger at the appropriate level. I tried building one like that, but it bootstrapped the special ability right away even though I gave it a condition of count:Classes.Race >= 5. I have a hard time figuring out why that evaluated to true since there weren't that many copies on the thing. (I went with custom specials since they don't actually bootstrap things until you add them, but the racial special angle might be cleaner, if I can figure out how to do it. I didn't find a good example of a racial ability that doesn't kick in until a certain level.)
Bonus: I created a Minion Restrictions tag for my class and gave it to the four races I created (and my class). However, I seem to be able to select ones meant for my class as well as the base Eidolon races (and a Summoner can select the new races). Is there a way to restrict that short of replacing the Summoner class and Eidolon races with restrictions attached (which I really don't want to do)? Or do I just have to assume that players of the Summoner and Machinesmith classes will pick the right thing?
So, I can give it 0 evolution points and create all my racial abilities as secondary ones -- except for the fact that there isn't a field in the editor for the count of secondary racial customs (though there is a field for the name). So I can create them (and even select them from the portfolio), but then I get told I'm over the amount of allowed ones.
This may or may not be a moot point. There aren't actual choices, so they could simply be racial specials that trigger at the appropriate level. I tried building one like that, but it bootstrapped the special ability right away even though I gave it a condition of count:Classes.Race >= 5. I have a hard time figuring out why that evaluated to true since there weren't that many copies on the thing. (I went with custom specials since they don't actually bootstrap things until you add them, but the racial special angle might be cleaner, if I can figure out how to do it. I didn't find a good example of a racial ability that doesn't kick in until a certain level.)
Bonus: I created a Minion Restrictions tag for my class and gave it to the four races I created (and my class). However, I seem to be able to select ones meant for my class as well as the base Eidolon races (and a Summoner can select the new races). Is there a way to restrict that short of replacing the Summoner class and Eidolon races with restrictions attached (which I really don't want to do)? Or do I just have to assume that players of the Summoner and Machinesmith classes will pick the right thing?