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avr wrote:
Add it manually, or don't use Herolabs, or complain to the maker? This isn't a problem with PF, it's with your software.

You're not wrong. HL must be limited by the actual printed material (i.e. might not take into account unpublished errata discussed only online). I knew it was a long shot that anyone here might have run into the same problem.

I'm okay with manually managing.


Sorry, old thread - not even sure this is the right forum for my question... Seems like the conclusion on this thread is that Spellscar Drifter does/should get challenge damage when using firearms. Problem is, I have a Spellscar Drifter setup in Hero Labs, and activating the challenge ability in that app does not add the bonus damage to firearms (or any ranged weapon) in the calculated display. Anyone have any idea how to resolve that?


JDLPF wrote:
Probably the most iconic Engulf ability creature is the Gelatinous Cube. Note that it has both acid damage and a paralysis ability rider on its Engulf, and that's just at CR 3. Don't be afraid to make the idea of getting swallowed by your ooze frightening.

:) Absolutely! And I could see how a monster made of living quicksand might inflict both acid (earth) and cold (water) damage. Food for me to think on.


Quentin Coldwater wrote:

...

If you don't want save or die effects, you could have it deal a ton of nonlethal damage as sand is rushing into your lungs. By itself it isn't that bad, but it certainly puts a timer on the encounter. I can't find it anymore, but I've seen monsters that deal nonlethal damage as they're taking your breath away. That nonlethal damage can't be healed until you take your time coughing it back up again. It's not actual damage that can't be healed, but it can be removed in a minute of so.

Oooh, I like the non-lethal idea. I will definitely consider that for a damage rider on the Engulf.


Thank you for the replies! So, based on these thoughts, I am thinking what I should do is a) change the "Sand Spawn" ability to trigger whenever a quicksand monster drops a target below zero hp (from *any* damage - not just drowning or suffocating) but specify it only happens when the target is submerged in the quicksand, and then b) give the quicksand monster's Engulf ability some sort of damage per round - even if small, it would make it so the monster's abilities aren't completely moot in my scenario.

...Of course, then my players will surprise me and invent some other tactic that I never thought of to overcome the threat! Haha! Well, that's part of the fun. :)


Hi there: So I've created a monster subtype of ooze specific to an upcoming scenario in my campaign. These "quicksand monsters" live in rivers of supernatural quicksand that give them life, and they live to pull any pray they can reach into the sandy depths where a victim's life force is soon turned into another quicksand monster. With a 16th level party about to face this threat (and knowing how my players have reacted before), they will almost certainly cast Life Bubble on themselves the moment they decide to go near quicksand (supernatural or otherwise). I'm all for the players using their resources in such a way, but at the same time, I don't want the threat of the upcoming encounter(s) to be laughable. I'd prefer the party recognize there is at least some danger here.

I've given the quicksand monsters an Engulf and a Smother ability (along with Split, "Sand Merge" (like a reverse split to enlarge), and "Sand Spawn" (wherein someone drowned, smothered, or suffocated by one to under zero hp makes a save or turns into a quicksand monster in 1d4 rounds).) My question is: Does the Life Bubble spell create an immunity to the suffocating effects of Engulf or Smother?

Another thread here briefly discussed Life Bubble, and some replies suggested that if a target was physically forced not to breath (e.g. via chokehold) that they would suffocate no matter how much air the spell made available. But not only was that not clearly concluded as rule, I'm also not certain Engulf or Smother would clearly create such an exception. Would they?

(Sorry so wordy; first time posting a new thread)


It really is too bad this is no longer available. I'm planning on using that old module for an upcoming adventure in my campaign (just using the maps and dropping in new encounters, as I did earlier for a side adventure that borrowed from Steading of the Hill Giant Chief), and I surely could have benefited from Sozin's work with Pharaoh.

Alas, IP law can be serious business. Those of us in creative hobbies are so accustomed to seeing retooled, revamped, revised and house-ruled material that the laws don't always seem right to us. When the idea of OGL first came about, it went a long way to alleviating such concerns. But OGL doesn't cover everything, and it certainly doesn't cover material from 1st or 2nd ed.

(I've run into this problem myself when I completely reworked Steve Jackson's Evil Stevie's Pirate Game. My edition of that ruleset was meant for use at conventions and at home only, but an IP lawyer friend was very insistent that I should not share - not even freely - my documents online without express contract from the original copyright owner. And this was in a case where even the original work is offered freely online! So clearly, the law is pretty tight when it comes to distribution, no matter how good your intentions.)

Anyhow, sorry for the lengthy comment. In the end, I sincerely hope that maybe a deal can be worked out wherein the owners do make a Pathfinder compatible Pharaoh adventure legally available. And it would be particularly nice if they did so with some of the work that Sozin has already done for them (with credit and compensation for him as well). It is evident from the early posts in this thread that what he developed was worthy.
...Though I enter into this thread over a year late. Has there been any news?