Stronfeur Uherer

Drosk Ironhame's page

427 posts. Alias of Max Hellspont.

Full Name

Drosk Ironhame




Wizard (Earth Elementalist) 2 (HP 16/16; AC:16 T:16 FF:14; Saves F:+1/+3 vs poison/+5 vs spells R:+2/+6 vs spells W:+4/+8 vs spells; CMB:+2 CMD:14 (see profile page for modifiers); Init:+2; Perc:+3; Spellcraft:+8){Effects: Mage Armor}












Common, Dwarven, Draconic, Giant, Orc


Novice Weaponsmith

Strength 12
Dexterity 14
Constitution 13
Intelligence 16
Wisdom 12
Charisma 10

About Drosk Ironhame

IOMEDAE BOON: +1 to hit for 1 day or in practical terms, until the second time you rest. - We've rested once since receiving this boon.

*CLANG!* *CLANG!* rang the forge hammer against the glowing red metal. *CLANG!* *CLANG!* as the young dwarf hammered the heated steel into the desired form. *HISSSSSS!* of the steam as he carefully lowered the still warm dagger into the quenching bucket.

Drosk raised the tongs out of the bucket and admiringly appraised his handiwork. The small gecko perched on his sweaty, bald pate watched his work with unblinking eyes. Drosk had been working at the forge for hours, carefully crafting the dagger that he would offer up onto the altar of Torag, the god of artifice. Finally, the steel blade was finished and, once cooled, could be fitted into the gilded hilt he had fashioned earlier.

*CLOMP!* *CLOMP!* sounded the heavy boots as Drosk's uncle Brakthar approached the forge. Brakthar was one of the finest smiths in Janderhoff, and had taught Drosk all that he knew about metalworking. Brakthar was also a perfectionist, and Drosk knew that his uncle would find some fault with his handiwork. Without a word, he offered the blade to his uncle for inspection.

"Hmmph," the elder dwarf grunted critically as he eyed the dagger, slowly turning the tongs this way and that as he held the blade up to the light and then pulled it close to his face for a closer look. "Good an’ straight, but there’s some slight imperfections here, here, an’ here," he said, pointing to two spots along the blade's length and one spot near the tang. "As it is, it’ll make a fine show blade, but with time it’ll break if it’s used for much real work." Brakthar handed the blade back to Drosk as he added, "Ye do good work, nephew, but ye still have room for improvement. Ye need to spend more time at the forge..."

"I KNOW, uncle," Drosk interrupted, his outburst causing the gecko atop his head to scurry down and rest upon his shoulder. “‘If I want my craft to live up to the Ironhame name’” Drosk finished his uncle's statement for him. "Ye know I want to be as good a weaponsmith as ye someday, but I also have duties to the guild now. Ye know how much it means to be selected to represent our guild on this trade mission to Trunau. Especially for someone with my… skills."

"I know, Drosk," Brakthar sighed, not wanting to start up the argument again. He loved his nephew as if he were his own son, even though the young dwarf had foregone traditional dwarven training in favor of arcane study. Brakthar also worried that once he experienced the world outside of Janderhoff, Drosk would be tempted to follow in his father Drokthar’s footsteps. Brakthar’s twin brother, Drokthar Ironhame, had been an adventurer, and was killed battling fire giants in the Mindspin Mountains shortly after his son was born. Drosk never knew his father, but grew up hearing all of the stories of his father's many heroic deeds. It had always been Brakthar's greatest fear that someday the young dwarf would take up his father's mantle.

"It is a good blade," Brakthar said as Drosk placed the dagger on the cooling rack, "an’ it’ll make a fine offerin' to Torag. An’ don’t ye be discountin’ yer other ‘skills’. Ye’ve got an affinity for the stones of the mountains like few others I’ve ever met. When ye need ‘em, the stones’ll heed yer call. Now, when ye’re out travelin’ in the wilds, remember to follow yer little friend Nik-nik’s example,” Brakthar added, winking at the gecko peeking out from behind Drosk’s neck. ”If ye get attacked by trolls or ogres or giants, keep movin’! Confound ‘em so they can’t lay a claw on ye. The best way to survive a giant’s blow is to not get hit!”

"Aye, uncle," Drosk replied with a grin, putting away his tools and cleaning the area around his forge. "Now I’ve got to go! There’s a meetin' at the guildhall about the Trunau mission. I don’t want to be late!" As the young dwarf finished, he grabbed his cloak and donned the brightly colored hat that his aunt had knitted for him. "Tell Aunt Beryl not to keep supper for me. I'll plan to eat at the guildhall!" he added as he hurried out the door.

"I'll tell her," Brakthar replied to the door as he sat wearily on a nearby bench. Now that the time had come, he was beginning to regret suggesting Drosk to the guildmaster as a candidate for the mission to Trunau.

Age: 47
Height: 4'-2"
Weight: 178 lbs
Drosk is a young dwarf male of average height and weight, with a bushy black beard and mustache contrasting with his bald head. ”Hair don’t grow on rocks,” he’ll say cheerfully, ”So why should it grow on my head?” His familiar, a gecko named Nik-nik, can usually be found sunning itself atop Drosk's shiny pate.

At a young age Drosk discovered an innate connection with the stones of the mountains, and channeled that gift into his study of the arcane arts. At the same time, he sought to emulate his uncle who raised him as a son and master the art of the weaponsmith. His skill at both of these pursuits brought him to the attention of the masters of the Guild of Smiths, and consideration for inclusion in the upcoming trade and diplomatic mission to Trunau – an honor and responsibility that Drosk takes very seriously.

(Note: Ability Scores generated using 20-point buy;
original scores before racial adj.: 12, 14, 11, 16, 10, 12; racial +2 Con, +2 Wis, -2 Cha)
HERO POINTS: 2/3 (1 used to recall Mage Armor spell during orc invasion of Trunau)
Initiative: +2 [+2 Dex]
Senses: Perception +3; Darkvision 60'
Speed: 20 ft.

AC: 12 (10 + 2 Dex ); 16 w/Mage Armor
Touch: 12 (10 + 2 Dex); 16 w/Mage Armor vs. Incorporeal Touch
Flat-footed: 10; 14 w/Mage Armor
Hit Points: 16 [2x(d6+Con) + 2x(favored class Lvl 1-2)]
Current hp = 16
Fort: +1 Ref: +2 Will: +4
+4 racial bonus vs. spells and spell-like abilities
+2 racial bonus vs. poison

Base Atk: +1; CMB: +2; CMD: 14; 16 vs. drag, reposition, and overrun when touching ground; 20 vs. bull rush and trip when touching ground
Warhammer: +2 to Hit; Dmg 1d8+1 (B); crit 20/x3
Battle Axe: +2 to Hit; Dmg 1d8+1 (S); crit 20/x3
Dagger: +2 to Hit: Dmg 1d4+1 (P or S); crit 19-20/x2
Light Crossbow: +3 to Hit; Dmg 1d8; crit 19-20/x2; range 80 ft
Dagger: +3 to Hit: Dmg 1d4+1 (P or S); crit 19-20/x2; range 10 ft

Combat Modifiers:
Earth Supremacy: +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground.
Hatred: +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.

Skill Ranks Per Wizard Level: 2 + 3 (Int)
• Acrobatics +7 (1 rank + 3 class + 2 Dex + 1 trait)
-- +11 to move through threatened squares or through enemy’s space
-- +15 to move through larger enemy’s space w/out provoking AoO
• Appraise +3 (0 ranks + 3 Int)
• Bluff +0 (0 ranks + 0 Cha)
• Climb +4 (0 ranks + 1 Str + 3 familiar)
• Craft (weapons) +9 (1 rank + 3 class + 3 Int + 2 racial)
• Diplomacy +0 (0 ranks + 0 Cha)
• Escape Artist +2 (0 ranks + 2 Dex)
• Heal +1 (0 ranks + 1 Wis)
• Intimidate +0 (0 ranks + 0 Cha)
• Knowledge (arcana) +8 (2 ranks + 3 class + 3 Int)
• Knowledge (dungeoneering) +7 (1 rank + 3 class + 3 Int)
• Knowledge (engineering) +7 (1 rank + 3 class + 3 Int)
• Knowledge (geography) T (0 ranks + 3 Int)
• Knowledge (history) T (0 ranks + 3 Int)
• Knowledge (local) +7 (1 rank + 3 class + 3 Int)
• Knowledge (nature) T (0 ranks + 3 Int)
• Knowledge (nobility) T (0 ranks + 3 Int)
• Knowledge (planes) T (0 ranks + 3 Int)
• Knowledge (religion) +7 (1 rank + 3 class + 3 Int)
• Linguistics T (0 ranks + 3 Int)
• Perception +3 (0 ranks + 1 Wis + 2 Alertness)
• Ride +2 (0 ranks + 2 Dex)
• Sense Motive +3 (0 ranks + 1 Wis + 2 Alertness)
• Spellcraft +8 (2 ranks + 3 class + 3 Int)
• Stealth +2 (0 ranks + 2 Dex)
• Survival +1 (0 ranks + 1 Wis)
• Swim +1 (0 ranks + 1 Str)
T: Skill can only be used if Trained.
Languages: Common, Dwarven, Draconic, Giant, Orc

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. (Wizard 1st level bonus feat)
Steel Soul: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait. (APG) (1st level feat)

Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you. [Campaign Trait]
Focused Mind: Your childhood was dominated by academic lessons that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. [Basic (Magic) Trait]

Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Medium: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman: Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed. (APG alt. racial trait)
Stonesinger: Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning. (APG alt. racial trait)
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Favored Class: Drosk's favored class is wizard. Whenever he takes a level in his favored class, he receives either +1 hit point or +1 skill point. (Drosk has chosen the bonus hit point at level 1).

Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the four elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (Air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal. (APG archetype)
-- The earth elementalist draws power from the stone around him, shaping it, shattering it, and bending it to his will. He can use it to defend himself or cause it to rise up and crush his foes.

Class Skills: The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Bonus Language: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Earth Supremacy (Su):
You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.

Acid Cloud (Su): 1d6+1 acid damage; Fort DC 14 halves
As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Earth Elementalist Spells:
0th—acid splash
1st—expeditious excavation, grease, stone fist
2nd—acid arrow, create pit, elemental speech, elemental touch, glitterdust, resist energy, shatter, stone call, summon monster II
3rd—draconic reservoir, elemental aura, protection from energy, shifting sand, spiked pit, stinking cloud
4th—acid pit, calcific touch, detonate, dragon's breath, elemental body I, stone shape, stoneskin, summon monster IV,
5th—elemental body III, hungry pit, passwall, planar adaptation, planar binding, lesser, summon monster V, transmute mud to rock, transmute rock to mud, wall of stone
6th—acid fog, elemental body III, flesh to stone, move earth, planar binding, stone to flesh, summon monster VI, wall of iron
7th—elemental body IV, planar adaptation, mass, rampart, reverse gravity, statue, summon monster VII
8th—iron body, planar binding, greater, summon monster VIII, wall of lava
9th—clashing rocks, gate, world wave

Arcane Bond - Familiar (Lizard {gecko}: Nik-nik):
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type.
-- A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
-- If a familiar is lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Tiny magical beast
Senses low-light vision; Perception +1

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 8
Fort +1, Ref +4, Will +4

Speed: 20 ft., climb 20 ft.
Melee: bite +5 (1d4–4)
Space: 2.5 ft.; Reach 0 ft.

Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats: Weapon Finesse
Skills: Acrobatics +11, Climb +10, Perception +1, Stealth +14, Swim +2 (Racial Modifiers: +8 Acrobatics, +8 Climb; Size Modifiers: +8 Stealth)

Familiar Ability: Nik-nik grants Drosk a +3 bonus to Climb skill checks.
Alertness: While Nik-nik is within arm’s reach, Drosk gains the Alertness feat.
Empathic Link (Su): Drosk has an empathic link with Nik-nik to a distance of 1 mile. Drosk can communicate empathically with Nik-nik, but cannot see through his eyes. Because of the link’s limited nature, only general emotions can be shared. Drosk has the same connection to an item or place that Nik-nik does.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, Nik-nik takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: Drosk may cast a spell with a target of “you” on Nik-nik (as a touch spell) instead of on himself. Drosk may cast spells on Nik-nik even if the spells do not normally affect creatures of the familiar’s type (magical beast).


Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
Daze: A single humanoid creature with 4 HD or less loses its next action. [Will DC 13]
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls). [Fort DC 13]
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Spark: Ignites flammable objects.
Ghost Sound: Figment sounds.
Bleed: Cause a stabilized creature to resume dying. [Will DC 13]
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target. [Fort DC 13]
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st Level:
Shield: Invisible shield of force negates magic missile attacks; provides +4 shield bonus to AC (applies against incorporeal touch attacks) Duration 1 min/level.
Grease: Makes 10-ft. square or one object slippery. Duration 1 min/level. [Reflex DC 14]
Mage Armor: Gives subject +4 armor bonus. Duration 1 hour/level.
Burning Hands: 15-ft. cone shaped burst; 1d4/level fire damage (max 5d4). [Reflex DC 14 halves]
Color Spray: 15-ft. cone-shaped burst knocks unconscious, blinds, and/or stuns weak creatures. [Will DC 14 negates]
Break: Gives one Medium or smaller object the broken condition. Range 25 ft. [Fort DC 14 negates (object)]
Magic Weapon: Touched weapon gains +1 enhancement bonus. Duration 1 min/level.
Stone Fist: [earth] Transforms your hands into living stone - your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage. In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8. Duration 1 min/level.

0-Level: 4 (unlimited casting)
1st Level: 4 [2 + school + bonus]

Concentration Check Modifier: +7 (+2 wizard caster level + 3 Int + 2 trait)

Wizard Spells Prepared:
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Read Magic: Read scrolls and spellbooks.

1st Level:
Burning Hands: 15-ft. cone shaped burst; 1d4/level fire damage (max 5d4). [Reflex DC 14 halves]
Color Spray: 15-ft. cone-shaped burst knocks unconscious, blinds, and/or stuns weak creatures. [Will DC 14 negates]
Mage Armor: Gives subject +4 armor bonus. Duration 1 hour/level.
Stone Fist: [earth] Transforms your hands into living stone - your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage. In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8. Duration 1 min/level. CASTER LEVEL 3

Starting Wealth = 120 gp equivalent (Wizard max.)
Explorer’s Outfit (free) [7 lb]
Belt of Tumbling (800 gp-value) [1 lb]
Warhammer (12 gp) [5 lb]
Battle Axe (10 gp) [6 lb]
Spring-loaded Wrist Sheath (5 gp) [1 lb]
-- Dagger (2 gp) [1 lb]
Light Crossbow (35 gp) [4 lb]
-- Bolts, 10 (1 gp) [1 lb] (-3 used)
Backpack (2 gp) [2 lb]
-- Spellbook [3 lb]
-- Ink Vial (8 gp)
-- Inkpen (1 sp)
-- Trail Rations, 2 days (1 gp) [2 lb]
-- Waterskin (1 gp) [4 lb]
-- Bedroll (1 sp) [5 lb]
-- Blanket (5 sp) [3 lb]
-- Artisan’s Tools – Weaponsmith (5 gp) [5 lb]
-- Bolts, 10 (1 gp) [1 lb]
-- Flask: Alkali [1 lb]
-- Flask: Alchemist Fire [1 lb]
Spell Component Pouch (5 gp) [2 lb]
-- Flask: Acid [1 lb]
-- Wand: Magic Missile (23 charges)
-- Wand: Invisibility (6 charges)
-- Wand: Enlarge Person (10 charges)
Scroll Case (1 gp) [0.5 lb]
-- Scroll: Magic Weapon [CL 1] (12.5 gp – scribed by self)
-- Scroll: Grease [CL 1] (12.5 gp – scribed by self)
-- Scroll: Hold Portal
-- Scroll: Knock
-- Scroll: Knock
-- Scroll: Summon Swarm
5 gp, 3 sp

- Smoke Pellets, 2
- Tangleburn Bag (5 lb)
- Sovereign Glue, 1 ounce
- Silk Rope, 50 feet
- Disguise Kit, 6 uses
- Crowbar
- Potion: Pass Without Trace
- Potion: Pass Without Trace
- Potion: Vanish
- 2 Vials of Holy Water

Total Weight carried: 56.5 lb (Medium)
Carrying Capacities: 43 lb / 44-86 lb / 87-130 lb

Belt of Tumbling: The belt’s wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space.

Acid Flask: You can throw a flask of acid as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Alchemical Power Component - Acid Splash (F): The spell deals +1 point of damage.
Alchemical Power Component - Acid Splash (M): The spell lasts 1 round longer than normal.
Alchemical Power Component - Grease (M): The grease is acidic and deals 1 point of acid damage per round to any creature in the area or holding the greased object.

Alkali Flask: This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

Alchemist Fire: You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Alchemical Power Component - Burning Hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist's fire.

Smoke Pellet: This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.

Sovereign Glue: This pale amber substance is thick and viscous. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. Sovereign glue is dissolved by universal solvent.

Tangleburn Bag: This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.
- Tanglefoot Bag: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
--- A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

From Cabinet:
- Rodrik Grath's engraved hopeknife;
- Gem-studded Gold Coffer (500 gp value);
- Potion of Shield of Faith (in iron flask) - BORMANN;
- Iron Flask, full (contents unknown; DC 16 Spellcraft check will reveal Oil of Magic Weapon);
- Scrollcase with 3 Scrolls (contents unknown; DC 17 Spellcraft check will reveal 2 Scrolls of Knock and 1 Scroll of Summon Swarm);
- 2 Vials - each bearing a longsword - filled with a water-like substance (contents unknown; DC 10 Knowledge (religion) check will reveal liquid is holy water)
From Lockbox:
- Potion of Invisibility;
- Scroll of Barkskin - GNOK;
- Scroll (contents unknown; DC 17 Spellcraft check will reveal Scroll of Ghostbane Dirge)
Lower level Iomedae statue:
- Masterwork Longsword
Daktani the half-orc:
- Potion of Cure Light Wounds;
- 2 Potions (contents unknown; DC 16 Spellcraft check will reveal Potions of Pass Without Trace);
- Potion (contents unknown; DC 16 Spellcraft check will reveal Potion of Vanish);
- Smoke Pellets (2);
- Tangleburn bag;
- Leather Armor;
- Daggers (5);
- Masterwork Morningstar;
- Short Sword;
- Belt of Tumbling;
- Alchemically Treated Coals;
- Crowbar;
- Thieves’ Tools;
- Key;
- Garnet (worth 50 gp);
- 30 gp
Chest in Flood Troll's Chamber:
- 1 ounce of sovereign glue,
- 2 doses of universal solvent,
- 50 feet of silk rope,
- A disguise kit (with 6 uses remaining),
- A set of thieves’ tools,
- A noble’s outfit worth 75 gp,
- A signet ring worth 50 gp,
- 237 gp,
- 155 sp,
- 55 cp
Gelatinous Cube's contents:
- Scroll Of Hold Portal in a steel scroll case (Worth 50GP)
- Masterwork Chain Shirt
- Falchion
- Star Rose Quartz Amulet (Worth 75GP)
- 20GP
- 95SP
- 144CP