Fetchling

Rajnish Umbra, Shadow Caller's page

448 posts. Alias of Amakawa Yuuto.


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Jason Bulmahn wrote:

Folks,

I have some really exciting ideas for how to make this character (and others like it) work in a way that is satisfying and balanced in the new game. We just didn't have room in the Core.

Give us some time... we will get this out there!

Oh, I hope there's Summoner support on the table, too. It does sound like it, so far.


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It's actually part of the Eidolon description. It's under "Link (Ex)".

After all, it would be boring to have all the rules in one place it's a rule that primarily affects the Eidolon.


Firebug wrote:

Presumably by summoning a Lillend Azata via their limited use Summon Monster 6? […]

Don't get me wrong, I have seen excellent healing via summoners (even Occultist using Shadow Beast, you know that Breath of Life that just raised you? It was an illusion). Its just not until later levels and still uses up a limited resource.

I think they mean giving the Eidolon the Fast Healing and Sacrifice evolutions.

Sacrifice allows the Eidolon to use a standard action to… well, sacrifice 2 HP per HD, to heal someone else for 1 HP per Eidolon-HD.
Fast Healing is exactly what it says on the tin.

Hence, infinite out of combat healing.
Not the worst thing a chained Summoner can pull off, I guess. (Unchained Eidolons can't get the Sacrifice evolution.)


…Anything resembling a summoner? Probably not, but maybe something that helps casters specialized in summons?


Well, Rajnish was "happily adopted", so I guess I got to have my cake and eat it, too?

I mean, sure, he picked up that "whatever happened to his original parents" was a taboo topic when he was around and likely involved Kytons, and his adoptive family of Shae is a bit odd sometimes (as happens when you're raised by non-native outsiders instead of humanoids), but all in all he's quite happy.


There are only either the downtime rules, the Cost of Living rules (that are very abstract, and tell you more how costly it would be to maintain a castle, not how costly it would be to get one), or maybe an Instant Fortress or a similar magic item.


Uhh…
For one, permanency shouldn't be required.
Same kingdom (animal), same class (mammals), same size (medium), at least for the humans also related (human to human) means duration factor 9 or 11, either way, it's permanent.

But…
Polymorph Any Object emulates Greater Polymorph emulates Alter Self.
They won't get the "+2 to everything" the Azlanti had, they'll just get a +2 to Strength for taking a medium form with Alter Self.


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Now, I don't want to derail this highly scientific thread, but I think the experts here can shine some light on another matter:
Are Androids fully functional and anatomically correct?


Mystic was already considered and ruled out since it's GM fiat.

deuxhero wrote:
Is there a list of all the ways to live forever without the GM handing it to you (i.e., artifacts, mythic)? Undead don't count.


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Uh, I'm not Diego Rossi, but I'm pretty sure that's not what he meant.

You get "(1 HP and 1 SP) or (1 FCB) in total", not "[...] in addition to your usual FCB".

If you take the racial FCB, Fast Learner has no effect for that level.
It only takes effects for levels where you take an extra HP/extra SP, giving you an extra SP (in addition to your HP) or vice versa.


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Well, besides potentially exploding goblin experiments, a trolley can also refer to a horse-drawn cart.

But that's not a question, so…
Have you ever been to the Plane of Shadows?


In the "Blood of the Night" supplement about dhampires and vampires, it mentions somewhere that even though vampirism and similar undead templates turn a creature evil at first, very old undead can sometimes at least turn back to an indifferent neutral.

I also vaguely remember a printed adventure where a paladin turned vampire can be subjected to an Atonement spell - but the result is either the paladin committing suicide by sunlight, or falling to its evil urges by the next time they meet him.

Still, from what I've gathered, the intention behind the "only evil undead" rule is that any non-evil (non-ghost) undead that might at one point show up would be supposed to be unique and special.
Basically, they don't want to wear down the concept, so that it would still be fresh should they ever choose to actually do something with it.

That being said, by strict RAW: The templates for Liches and Vampires force you to evil, but don't keep you there. And the only creatures mentioned as "pretty much always the printed alignment, only unique exceptions" are outsiders with alignment subtypes, and there's been an official outsider with an alignment subtype that changed alignment for a while now, and one of the recent planar books has a city in the maelstrom full of outsiders with alignment subtypes that changed alignment.

So, if they can do it, so can undead.


The Life Link ability says: "If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane."
Technically, the spell "Summon Eidolon" contains nothing to stop this from happening, while a maze - being another plane - is far more distant than 10,000 feet.

So, in this reading, the maze spell actually indirectly dismissed your Eidolon (and probably also reduced its current hp to 25% of what it had before, but that shouldn't be a problem if you summon it with Summon Eidolon), which means you should be able to summon it again just fine.


Since objects made of adamantine don't change their weight, yeah, it probably should be around the same weight as steel.

On the other hand, it could be heavier and the added weight per volume could be compensated by adamantine not needing as much material to get the same effect - maybe adamantine is twice as heavy as normal steel, but adamantine armor and weapons are only half as thick as regular objects, but still work because adamantine is just so durable.

But it's probably simply just as heavy as regular steel, it's easier to handle that way, and I don't think it's ever specified.


Reksew_Trebla wrote:
Are you two serious? The post you are quoting clearly talks about how the android is severely damaged, as in it would have Strength damage. That means if the weapon was two-handed, it would weigh too much to lift one-handed, especially coupled with the average muscle size.

- Damage does not automatically translate to strength damage. You can be at negative HP and only stand due to ferocity and still swing around two-handed weapons.

- Also, if you have enough base strength, it takes a lot of strength damage to lower your carry weight to relevant levels.

- And strength in pathfinder isn't really linked to muscle size. Artists take a lot of creative liberty with that. Looks are purely aesthetic.

- At last, there are very few weapons with a strength requirement. For all but a handful of weapons, the rule is that if you can carry it - even if it puts you in heavy load - you can swing it.


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Lockewood wrote:
Rajnish Umbra, Shadow Caller wrote:
Lockewood wrote:
Requires you be a Teifling or have undergone the demon ritual to become a half fiend

Demonic/Improved Posession requires "Demon or half-demon".

As far as I know, tieflings don't count as either. Maybe there is a way to make them count as such, but not by default.

Thank you for your critique! I must respectfully disagree though.

A Teifling is, in a very literal sense, a half demon. One parent was a demon after all. (Unless they came from a devil or something.)

There exists nothing in the rules called a "half demon" but there are Teiflings and half fiends which fill that design space and are, if you read the flavor text, half demon....

Where do you get your flavor text from? According to Archive of Nethys, which is now the official SRD, "Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier."

The Pathfinder Wiki (not really official, but still useful) says "Though tieflings have the blood of fiendish beings, their ancestry is at least one step removed from the original introduction of that blood; the child of a union of a mortal with a fiendish being is a half-fiend, not a tiefling."

This is apparently from Book of Fiends, but I'm currently away from my books.

And I was... not ninja'ed, since I just didn't notice that literally every post between this and Lockewood's says the same. Badly failed perception there.


Yeah, the Oozemorph is a huge disappointment, for one because its rules are a mess, and also because of its basic premise of "Your oozeform is a pure drawback, any use you get out of it is supposed to be situational at best, you officially should do your best to never actually be an ooze."


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Reksew_Trebla wrote:
It is clearly not a two-handed weapon. If it were, she wouldn’t be able to even lift it one-handed.

If it's to heavy to be lifted in one hand, then it's definitely to heavy to be efficiently used, even two-handed.

A quarterstaff is a two-handed weapon. And it's not much more than an 8 feet long staff. I can pick that up with one hand.
Zweihänder - blades literally named "two-handers" - apparently weight between 4 and 9 pounds. I can carry - but not use - that in one hand.


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Edge93 wrote:
[...]

I'm staying out of the argument due to not even having looked at the alchemist to closely, but thank you for finally pruning that eyesore of a quote-mountain. It had reached critical mass.


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Lockewood wrote:
Requires you be a Teifling or have undergone the demon ritual to become a half fiend

Demonic/Improved Posession requires "Demon or half-demon".

As far as I know, tieflings don't count as either. Maybe there is a way to make them count as such, but not by default.


David knott 242 wrote:
The Golarion setting does have the restriction that you cannot resurrect anyone who has been judged by Pharasma.

There's also an "Judgment Undone" spell that allows even raising someone after that, but using it without divine permission beforehand guarantees a Psychopomp attack, quite possibly during the casting.


UnArcaneElection wrote:

^Dancing Dodge doesn't linger very long (just through your partner's next single attack, and ONLY IF your partner AND the target don't move). And it is even less of a sure result than Knockout (instead of getting a decent chance to knock an enemy out if they don't have the right immunities, your partner just gets a modestly improved chance to do some damage, with the exception being if your partner has something specifically flank-dependent like Sneak Attack). So I'd call that a downgrade as well except in the above-mentioned situation.

Sparring Partners, not Dancing Dodge. But anyway.

It needs coordination with your group, yes, but it only requires coordination with your group.

If your ally acts right after you (they can delay if necessary, both of you should have decent dexterity and thus initiative), the enemy gets no chance whatsoever to move. And whether your ally moves - well, don't use it if they want to move.
Given the battle dancer's mobility, they should be able to tumble behind an enemy, set up flank, and tumble back to the relative safety of "not in the middle of all enemies", all in one Rolling Flurry.
And yes, your ally needs to be able to make use of your flanking, while also not being too dependent on your thrice per day maximum ability.

So, while it does need specific conditions to be useful, the conditions it needs are mostly under the player's control.

In the end, either is situational. If you're in an undead-heavy campaign with a sneak attacker, it's a straight upgrade. If you're primarily fighting fey and none of your allies can get more than a +2 to hit from flank, it's a straight downgrade. In either case, it's just a low-level ability with few uses per day and shouldn't be the focus of the character.


Todd Stewart wrote:
About the only sure thing is that near to the start of it all you had proteans and qlippoths fighting each other for eons after their very antithetical to one another realities came into contact, and then at some point both of them noticed the gods and other outsiders and both were like, "Where you heck did all you dumb kids come from? Get off our lawns!" XD

And even that is only "sure" insofar that both proteans and qlippoths tell essentially the same story - their respective plane was the first, then the other group's plane showed up, then the after a while the other planes came.

So, qlippoths and proteans agree that the Maelstrom and the Abyss were the first two planes, but they disagree about which one came first and which one second.

But in the end, it's not like either of them, neither qlippoths nor proteans, are really reliable sources, given that neither of them are known for their honesty and their stories just happen to give them each legitimacy as "firsts" with everyone else just being a corruption of their perfection.


Doomed Hero wrote:
Aren't there feats that expand on Combat Patrol? A new Style chain?

Not really.

"Vanguard Hustle", the third feat in the Vanguard Style chain, is the only other feat with combat patrol as prerequisite, and the style primarily focuses on using AoOs to give bonuses to allies instead of attacking enemies.

Vanguard Hustle just extends the protection the style offers from "adjacent" to "within reach of Combat Patrol" (and allows you to use Bodyguard and Saving Shield at the same distance), but you still have to spend a full round setting it up, and only extends defensive uses.

If you want to play a meat wall protecting your allies, it allows your allies to spread out a bit, but it doesn't expand Combat Patrol in general.


Yeah, at level 16 you should have a way to deal with that. I guess a bigger concern would be that anything that prevents you from moving now also prevents you from flurrying.
But then, mobility is the whole point of this archetype (that, and dancing), so having ways to deal with that is essential, anyway. (Which is also why I think having to roll Acrobatics to prevent AoOs on difficult terrain won't be a problem for long, because a high-level battle dancer will probably ignore difficult terrain most of the time, anyway.)

Knockout was situational anyway (many enemies are immune or have good fortitude), so occasionally leaving a lingering flanking bonus for your ally behind seems like a fair trade to me.

Brawler's Cunning vs. Dancer’s Cunning is flavorful, and having to invest a bit into charisma instead of a flat "you count as int 13 for combat feats" isn't much of a problem, just yet another incentive for charismatic performance combat fighters (and your unarmed strikes become performance weapons, so yay).

Only Dancing Dodge seems like a downgrade. You lose a permanent AC bonus, and get a limited-times-per-day, immediate action 5ft movement + bonus to AC against a single attack instead. You even provoke AoOs from this, and the enemy might be able to follow you with his 5ft step to continue attacking, so this may need a lot of situational awareness to properly use...


Huh, somehow I had put an "at least" into the "must move" rule, and thought they could also move more than 5 feet, which then created a chain reaction of ambiguity in my head.

Still, this is separate from usual 5-ft steps. "While using this ability, she can still take her normal 5-foot step before or after making her attacks."

So, if their attack-step is separate from their usual 5 foot step, if I'm not mistaken they can actually still flurry against people who are 10 feet out of reach by taking their regular 5 foot step, and then their attack step to get into reach (and then step back and forth between two spaces from which you can attack the target).

The only downside I see is that later in the game you need at least 35 feet movement if you want to do a full flurry, since "She can’t exceed her maximum speed.", and you get 7 flurry attacks at level 16. With 30 feet movement, you're stuck at 6 attacks.


Hmm. Okay, it's probably just paranoia (to many legalese rules discussions), but:
Nothing really says that the Battle Dancer can move between iterative Flurry attacks - just that they have to.

I assume that's an oversight or was simply left out because of "common sense", and they don't need to get the ability to do so from somewhere else just so they can Flurry.


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Bellona wrote:
At Wizard 20 Karzoug was on the cusp of going epic/mythic, needing one more level. By comparison, Razmir needs to gain enough XP for two more levels.

Minor point:

Mythic isn't Epic, it is entirely independent of level progression and entirely subjected to the GM.
You could be Commoner 1 / Mythic 10, and while that's obviously an exaggerated example, the scaling of the SGs of various mythic abilities (10 + Mythic Tier + Attribute) suggests that "one mythic tier per two levels" is roughly the planned progression.

In any case, thinking of Mythic as "one level past 20" is wrong.


James Jacobs wrote:
Adjoint wrote:
What kind of outsiders (except petitioners) inhabit Ahkanefti, Nethys's domain?
Dunno off the top of my head. We've not done anything with his domain really yet. Probably some proteans at least.

Would Aeons be fitting? He has the Aeon subdomain, and a dual nature similar to them.

Huh. I just wondered if Nethys' insanity came from seeing "the condition of all" that drives Aeons?

And since this reminds me of another vaguely related question:
Ion stones are getting called Aeon Stones in PF2, but I haven't seen an in-game explanation for this. Was it the old Azlanti name for them that had shifted over time, and with the resurgence of old knowledge, their old name came back? Are they related to Aeons? Some else entirely?
(I assume the out-of-game reason was to make it different from D&D?)


TiwazBlackhand wrote:

Ctrl+H Replace all instances of Stone with Scone.

[...]
Flesh to Scone - Now the Stone Golem is Vulnerable to Tea and British People
[...]

What Stone Golem? Don't you mean Scone Golem?


Lust Lemon Bonk in a grapple with a Beer-Shaped Droid.


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Chromantic Durgon <3 wrote:
MageHunter wrote:
I always thought that Pharasma was genuinely more powerful than the others. I could be mistaken though.
JJ confirmed that years ago :)

Powerful, but not "the most" powerful.

Steve Geddes wrote:
Is there any entity in the multiverse as powerful as Pharasma? More powerful?
Yes. Age is not the only factor in determining a deity's power.

Same page earlier also confirms that Pharasma was always the judge of the dead.

Also, much more recent:

I've said many times that Pharasma is the most oldest deity in the campaign, but "oldest" doesn't mean "most powerful."

So she's been around forever, and she is powerful, but she's not the top of the divine power high score list.


I think the "official" dev answer to questions like these so far was:
The gods don't bother to answer.
Various churches have their various, often mutually contradictory stories, but the only beings old enough to know say either nothing or tell, again, mutually contradictory stories.

The qlippoth say that first there was the Abyss, and from it grew the Maelstrom and the rest of the planes.
The protean say first there was the Maelstrom, and from it grew the other planes, including the Abyss.

Essentially, there are plenty of stories, but they're probably all wrong and it's unlikely that there will ever be an officially true answer.


Weables wrote:
I'd rule personally that you couldnt make it merciful in the first place, as the point of the spell just isnt meant to work non lethally, but thats a complete houserule. That, however, seems to be what you're asking for.

I'd say the fire damage turns nonlethal, but that the unholy ignores-all-resistances part stays lethal.

(Which would be even more houseruley, but eh.)


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Meirril wrote:
Kind of sure Pharasma isn't one of the oldest. Isn't she pissed at Lamashtu for devouring her mentor? Didn't she take over her mentor's job in the Boneyard?

You're mixing her up with Desna.

Lengthy Explanation:
Curchanus, the god of travel, beasts, and endurance, was mortality wounded by Lamashtu when she stole the beast portfolio from him, which ascended her to godhod. Before he died, he passed the travel portfolio on to Desna. His death is potentially the reason humanoids and animals don't get along as well as they used to, Daclau-Sar might be his reanimated god-corpse.

The various D&D settings had various death deities over the editions (How many did Faerûn have by now?), but in the Golgarion/Pathfinder/Starfinder setting, no death deity preceeding Pharasma is ever mentioned.


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Because it's never inappropriate to quote Terry Pratchett, and this time it's even vaguely on topic...

Lords and Ladies, on Discworld elves wrote:

Elves are wonderful. They provoke wonder.

Elves are marvellous. They cause marvels.
Elves are fantastic. They create fantasies.
Elves are glamorous. They project glamour.
Elves are enchanting. They weave enchantment.
Elves are terrific. They beget terror.
The thing about words is that meanings can twist just like a snake, and if you want to find snakes look for them behind words that have changed their meaning.
No one ever said elves are nice.
Elves are bad.


avr wrote:
I'm not sure what reliving means in this context [...]

I think they mean "relieve", as in "relieving themselves of something"

Basically, as far as I can tell, they want to drop the wand, but without having to leave it behind if they have to flee.


Valandil Ancalime wrote:
Good points. So you would say a move action to grab/store if the thrush misses his landing.

Actually, I would say stuff like that should only be allowed with special investments (There are feats that allow single-target spells to affect both wizard and familiar, for example), but there are so many house rules (familiar fading in and out of invisibility, acting during the wizard's turn instead of before or after, the familiar apparently getting extra actions) and loopholes (does it count as an attack because the wizard casts a spell that affects an enemy? RAW, yes, but does it make sense?) at play that I'd say this belongs in the homebrew area.

None of this is supposed to be used like that.


@Melkiador: That's as much "Technically true RAW" as my "Familiars wouldn't become invisible in the first place since they're a separate creature", so I'd assume it simply gets ignored.


I don't see any of them as the kind of "Door to door" salesmen that would go around visiting dragons, and more as travelling from commercial center to commercial center, from port to port.

If someone requires their services - Mercane are outsiders, they can be called. Denizens of Leng, too. Witchwyrds can still be contacted via sending, but have to be met the mundane way.

Still, I assume most of the "how do they..." questions would be answered by "they don't", because, as mentioned, I see them more as travelling from market to market - if you are important enough to warrant their personal attention, then you should be able to contact them on your own.


Oh, right.

Yeah, the spell "Summon Eidolon" is mostly useless to them, its shortened casting time was its main advantage - the only other advantage was that it benefited from Augmented Summoning and such...

And that it allows them to call back the Eidolon even after it was "killed", which usually blocks it for 24 hours. So that's useful.


Really, the main problem with Sarenrae (and a few other gods in other contexts) is that PF1 didn't really have heresy rules, so a large number of players read "these people exist" and took that as "and [deity] is fine with this!", when it should have been "and [deity] is begrudgingly accepting them in the hope that this bit of influence helps lead them on a better (or worse, depending on the deity) path".

Sarenrae didn't allow the Cult of the Dawnflower to exist because she was fine with tyranny and crusading. She allowed them to exist because she though she could redeem them.

Now, PF2 might still get heresy rules (in fact, I hope so), but hopefully they'll draw a notable line between heretic followers and proper followers.


Valandil Ancalime wrote:
I am ok with the Thrush being invisible once he is completely inside the invisible cloak. I treat familiars as "items picked up disappear if tucked into the clothing" even though they are creatures.

As I said, "It's usually not run like that, but if they want to game the system..."

But if you want to allow it, it seems you will have to deal with the consequences.

Finding the square the wizard is in should be trivial, the Familiar remembers it, no need to pinpoint.
Then, he has a 50% "hit chance" to actually find the wizard in said square due to the wizard's concealment.
If he misses him, the wizard will have to grab and store him, spending at least a move action, preventing the wizard from moving.

Also, how does the Thrush fly out, deliver the spell, and fly back? Usually, they'd need to fly out (move action), deliver the spell (standard action touch attack - the wizard gets that for free as part of the casting, the Familiar doesn't), and would be out of actions.
Flyby attack would usually allow something like this, but Thushes don't have this.


Zautos' wrote:
He can summon it as a standard action already so what's the point of having this?

Summoning the Eidolon takes a full minute. Only the Summoner’s Summon Monster SLA takes a standard action.

/Edit:
I though that part was "they can already summon as a standard action, why give them that ability again?".
If you you meant "They already get the ability to summon it back as a standard action, why also give it banishment resistance?" - because they don't want to waste a standard action getting it back after it was banished?


The Thrush is an independent creature and not affected by the wizard's invisibility, which can only affect one creature at a time. It therefore stays visible.

No one usually runs it like that, but if you use "it's an independent creature" to game invisibility, then you have to deal with the downsides of that.

/Edit:

Andre Roy wrote:
Stuff about Invisibility involving Will Saves

Will saves? Enemies don't get Will Saves against invisibility. The being/object getting turned invisible gets a will save to stay visible.


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Regarding Knowledge:
Both my current GM as well as I-as-GM would love some actual guidelines regarding what counts as "a bit of information".

In our current PF1 campaign, he tends to just send us a link to the monster listing (though obviously, the monster we're actually fighting might have some changes) after we identified it, at least if it's an Undead or Externar, since we tend to crush those knowledge rolls and he doesn't want to have to figure out what 4+ pieces of information are supposed to be.

He's not really happy with that, and while I don't mind getting stat blocks, I'm not happy that he's not happy.


doomman47 wrote:
blahpers wrote:
So, chucking splash weapons at a grid intersection next to an enemy is fair game? } : )
Yes you wouldn't get the direct damage from the attack though just the splash damage with is always minimum damage.

No. Look right above you - area effects that include enemies and don't specifically only affect allies are still attacks.

But you can chuck splash damage at your party without breaking invisibility... Until your party gets fed up and stops being allies.


Yeah, Pathfinder doesn't really have the concept of "rolling your hit dice", except at levelup.
You just add your number of hit dice as a flat modifier.


Shadow Evocation wrote:

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. [1] If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level.

[2] Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.

[1] and [2] seem to contradict each other.

My interpretation is that for spells that do damage and a rider effect, the rider is reduced (lesser effect or only 20% chance), but if they're entirely non-damaging, disbelief erases them completely.

Continuous Flame is entirely non-damaging.
And, well, objects always disbelieve.


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Azothath wrote:
see Transmutation school. It explains that you only gain X and not any of the new forms racial abilities, and lose most stuff tied to your original form.

One of the Xes you get are natural attacks, and some examples Taudis mentions are racial traits giving natural attacks.

If you could transform into a Toothy half-orc or a Maw or Claw'ed tiefling, you would get their natural attacks.

But in general, I'd say you can't transform into them in the first place, because nothing says that you can.

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