• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Porting Eidolon Racials to Class abilities

Quintain

Well-known member
Can anyone give any advice on how to go about creating class abilities that would mechanically mimic the Eidolon's evolutions? I'd like to have them in an archetype, ideally.
 
Summoners already have custom special abilities that mimic the eidolon's evolutions. You can probably have your archetype make use of those without too much trouble.
 
Summoners already have custom special abilities that mimic the eidolon's evolutions. You can probably have your archetype make use of those without too much trouble.

Interesting. These are found under the class abilities tab for the summoner class?
 
They are primary custom special abilities, and they are in the "Aspects" table for the summoner.

What class is this archetype for?
 
In Psionics Expanded, there is the Aegis class that has similar powers and it has an Aberrant archetype that has equivalent powers. Is there any way to expose these abilities to my class archetype?
 
Last edited:
I'm afraid I'm not familiar with Psionics. Does the Aegis class already have custom special abilities? If it does not, then this is very simple, just scroll down to the "Allow Additional Class Abilities" button on the archetype tab of the editor, and click on the Summoner.

If it does already have those, then we'll have to overwrite the secondary or tertiary custom abilities expressions to make use of primary Summoner abilities. An example of this is the Stonelord archetype from ARG, if you have trouble adapting the script there for your purposes, then I'll be happy to give further guidance.
 
The aegis class hasn't been defined in herolab as far as I'm aware. It is basically a PC class that mimics the eidolon's abilities as class features. The point allotment for each level of the aegis/aberrant is exactly the same as an eidolon. (3 at first level, 26ish at 20th).

I found what you mentioned before, but I'm not seeing them in my character class that I've given the archetype to...anyway to actually see this mechanics/abilities in the character interface?
 
And if you're making this archetype for another class as a way to add the evolution abilities anyway, three questions.

1: What class are you making the archetype for?

2: What is the eval script you added to the archetype? What phase and priority is it running at?

3: Did you give your archetype the correct values to add X number of custom ability slots at each level? The button is "Modified (Secondary/Tertiary/Quaternary/etc) Custom Ability Count", depending on what category you want to shift it to.
 
I was referencing the aegis class as to let you know what class I was pulling the abilities from.

The archetype I'm making is called the Marauder, and it has the eidolon evolution abilities of an eidolon of the psychic warrior level -5, with the 1st abilities gained at level 6. The psychic warrior class is defined in the community user files.

So, the class will have the psychic warrior abilities of a regular psychic warrior except for specific class ability replacements.
 
Couple of things to keep in mind. We have a new version of the PU community stuff in the works that does make some bigger than normal changes to the classes including the Psy Warrior. Not sure if those changes will affect what your trying to do not. I am leaning towards no. I would be willing to share a "Beta" version of it if you want.

Also TCArknight is working on the PE stuff also. Maybe instead of creating your own you could help out TCArknight or merge your stuff into the community stuff? Just seems a waste to do double the same work instead of sharing the work load.

HERE is a recent post from TCArknight asking for help even. :)

Obviously that is not a demand or anything just a thought.....
 
Ok, I think I have been getting a better handle on this.

My progress:

I have created the Aegis class (wip), and have the Aberrant archetype created as well (wip).

Here's what I need help with:

The Aegis class has the "Astral Suit" class ability, this is replaced by the "Transformed Body" class ability for the Aberrant archetype.

Either one of these abilities gives a custom list of what are equivalent to eidolon evolutions -- essentially a custom list of them. What I'm looking for is a way to tie the mechanics of the customizations (the equivalent eidolon evolution list) to both of these class abilities.

The astral suit customization list overlaps some with the transformed body customization list, but has unique ones as well (as does the transformed body list)

I don't want to tie the list mechanics to the class, but instead to the presence of the class ability, as I have other archetypes of other classes that get this customization list in their level progression, similar to the ranger archetype that gets barbarian totems/rage powers, etc.

Thanks.

Shadow: If you could share the beta, I'd appreciate it. I sent a message to TCArknight, but recieved no answer to date.
 
Last edited:
Have astral suit set the candidate expression of the one of the Aegis custom special ability tables so that it uses a subset of the Summoner's Aspect custom special abilities. Make sure to include a check that stops this script from executing if the ability is disabled/replaced.

Have the Aberrant archetype replace the Astral suit class ability (which will prevent it's overwrite of the candidate expression), and have the Transformed Body perform it's own candidate expression overwrite which allows a different set of Aspect abilities.
 
Have astral suit set the candidate expression of the one of the Aegis custom special ability tables so that it uses a subset of the Summoner's Aspect custom special abilities. Make sure to include a check that stops this script from executing if the ability is disabled/replaced.

Have the Aberrant archetype replace the Astral suit class ability (which will prevent it's overwrite of the candidate expression), and have the Transformed Body perform it's own candidate expression overwrite which allows a different set of Aspect abilities.

Aaron: I understand (I think) what to do. It's the how that I'm fuzzy on.

Also, the aegis/aberrant customization list are similar in mechanics to how the eidolon evolutions create the "build", but they are unique for the most part. So I'm in for a bit of data i nput.
 
Why don't you send me a copy of your user file and I'll take a look at it in more detail. That should help me explain better. My e-mail is my forum name at wolflair.com
 
File sent. Also, I did find an ability of the Summoner's that is mechanically identical to the class abilities of the Aegis and Aberrant from Psionics Expanded. The Aspect abilty allows for the character to take 2 to 6 point of evolutions.

What is essentially needed is to have a class special abilty created for both classes:

For the Aegis, the ability has 3 forms
Form Astral Suit: Astral Skin - Equivalent to "No Armor"
Form Astral Suit: Astral Armor - - Equivalent to "Masterwork Chainmail"
Form Astral Suit: Astral Juggernaut - Equivalent to "Masterwork half-plate"
----
For the Aberrant (the archetype), the form astral suit ability is replaced by "Transformed Body".

Edit: Note that the Astral Suit is a "worn item/effect" for the armor slot. Transformed body, however, is a special ability that does not occupy a item slot.

If you could demonstrate how to apply the "aspect" mechanic to the class but allow for up to 26 points (actual value based on level -- see eidolon evolution point progression) that would be quite frankly, awesome.
 
Last edited:
First, the class is throwing errors because you have 1 class ability (Astral Skin) bootstrapping 2 other class abilities (Brawn and Improved Evasion). All class abilities should be bootstrapped by a Class Helper, Archetype, Domain or Custom ability. If you want to add some class abilities based on the current form, that could be handled by a script adding a Custom tag and bootstrap conditions, but that's a seperate issue I won't go into unless you need it later.

Alright, so on to the meat of your question. It doesn't look like your class has any Custom Abilities of it's own yet, so it should be fairly simple. On the Class Tab, scroll down to the section where it says "Custom Abilities", it should be about half way down. The first button is Custom Ability Count, click on that and open up the array. Row 0 is 1st level, enter the total number of "Evolution Points" or whatever to that row for 1st level. Row 1 is for 2nd level, enter the total number of points at that level. Go down the rows, adding the total to each one according to the eidolon point progression you mentioned. Remember that the Row number is 1 less than the class level it represents (so row 14 holds the information for Class level 15).

Once that is done, hit OK, and move to the next field "Custom Ability Name" and enter whatever the appropriate name should be (for summoners this would be "Aspect")

You can probably skip "Custom Ability Plural", if left blank we'll assume the plural just adds an "s" to the end of "Custom Ability Name"

If these abilities are Optional (that is, you don't want to throw a validation error if the character has points remaining unspent), then check the box for "Optional Abilities?"

Next Click on the "Allow Custom Abilities..." button, scroll through the list, and find "Summoner" and check it. There are 2 Summoners listed, click on the ? to the right and make sure you check the one with the unique ID "cHelpSum".

And that should be all you need to add Aspects to your class. Save the .user file and reload HL with ctrl-R or close and re-open. Test to make sure your class shows the aspects.



Other notes:
You appear to have gone through and clicked every Profession class skill tag. There is an "All Profession Skills" tag you can click instead, and a similar choice for each of the other "Skill groups". They are listed at the top of the skill lists.
 
Aaron,

Awesome help. Thanks. I followed your advice and it worked as near as I can tell.

However, the last part: I won't be using a full list of Eidolon evolutions (can't use "Aspect" out of the box), I'll be using a custom list of custom special abilities. I realize that this will be a lot of data entry.

For the two class special abilities that I have built (Brawn and Improved Evasion)...how do I get those included on my "customization" list?

I think what I need to do is build 3 new helpers:

For the Aegis, the ability has 3 forms
Form Astral Suit: Astral Skin - Equivalent to "No Armor"
Form Astral Suit: Astral Armor - - Equivalent to "Masterwork Chainmail"
Form Astral Suit: Astral Juggernaut - Equivalent to "Masterwork half-plate"

For the Aberrant (the archetype), the form astral suit ability is replaced by "Transformed Body".
 
Last edited:
I thought the idea was to use the Aspects to save you some data entry work.

Do you have a list of which aspects you want to use and which you need to create from scratch? Because we could probably set the candidate expression of the class appropriate to pick a subset of the Aspects plus a new set of Custom abilities.

Right now the abilities you built (Brawn and Improved Evasion) are Class Specials, in order for them to be chooseable in the table you need to recreate them as Custom Abilities (which is a different editor tab entirely).
 
Last edited:
Back
Top