Tanglefoot Bag - Too good?


Equipment and Description

Sovereign Court

Would you allow this as a first level spell?
Would you pay the same for a potion of grease?
Why the complicated sub-system just for this item?
My suggested simple replacement: gives a 10x10 area that becomes difficult terrain for 1 minute. Add appropriate flavour text. Can also be used as a cantrip "Slick" thus costs 25gp.


Miranda wrote:

Would you allow this as a first level spell?

Would you pay the same for a potion of grease?
Why the complicated sub-system just for this item?
My suggested simple replacement: gives a 10x10 area that becomes difficult terrain for 1 minute. Add appropriate flavour text. Can also be used as a cantrip "Slick" thus costs 25gp.
Miranda wrote:

Would you allow this as a first level spell?

Would you pay the same for a potion of grease?
Why the complicated sub-system just for this item?
My suggested simple replacement: gives a 10x10 area that becomes difficult terrain for 1 minute. Add appropriate flavour text. Can also be used as a cantrip "Slick" thus costs 25gp.

It is already a first level spell... Entangle.

In fact tanglefoot bag is weaker since it only hit one target and not an area. Also the spell gives 1 point of damage for each failed save.
That the tanglefoot bag doesn't grant a reflex save is countered by the need to hit with a ranged touch attack.

The only other effect than the entangled condition, is the possibility of disabeling movement altogether. I don't think this is either too powerful or overtly complex.

I believe that the alchemical items need to remain useful, since small characters will often have to resort to these. I think the price might be lowered for tanglefoot bag though...

Scarab Sages

Alchemical items need an expanded system, raising DCs, dmg etc, as the party levels, or craft(Alchemy) becomes worthless.

Say an alchemical item with DC13 has a cost of 25gp.

Through the use of more difficult and rare formulae, the DC is raised to DC18 to escape, while the cost become exponentially more expensive. Say doublling with each DC increase.
DC13=25gp
DC14=50gp x2
DC15=100gp x4
DC16=200gp x8
DC17=400gp x16
DC18=800gp x32

Or say Longer burning alchemical fire? doubles per additional round of burn. or for each additional die of dmg. so 1d4/+2 rnds would be x4.

While 3d4/+2 rnds would be X16 cost.

All numbers are arbitrary, as I don't have my books here.


HaraldKlak wrote:
Miranda wrote:

Would you allow this as a first level spell?

Would you pay the same for a potion of grease?
Why the complicated sub-system just for this item?
My suggested simple replacement: gives a 10x10 area that becomes difficult terrain for 1 minute. Add appropriate flavour text. Can also be used as a cantrip "Slick" thus costs 25gp.

It is already a first level spell... Entangle.

In fact, tanglefoot bag is weaker since it only hits one target and not an area. Also the spell gives 1 point of damage for each failed save.
That the tanglefoot bag doesn't grant a reflex save is countered by the need to hit with a ranged touch attack.

The only other effect than the entangled condition, is the possibility of disabling movement altogether. I don't think this is either too powerful or overtly complex.

I believe that the alchemical items need to remain useful, since Small characters will often have to resort to these. I think the price might be lowered for tanglefoot bag though...

I completely agree, H; it's only effective if you can hit your target. After failing with one and FUMBLING with another (and we only had 2; party was not happy at my rogue "wasting" that much in the way of loot), my gal quickly swore off them and whipped out her rapier to finish the fight against a "Boss".

So, yeah, its limitations almost outweigh its usefulness, and I agree the price ought to be lowered.

I like the further ideas for adjusting Craft (Alchemy), too...not bad suggestions for just off the top of his head. ;->

Scarab Sages

as far as complicated new system...

Alchemy created something for non-casters to do while the casters were making magic items in their downtime...


Well, not exactly. In Pathfinder it certainly could be something for non-caster to do in down time, because they pulled the requirement that you have to have to be a caster. In 3.5 you still need at least 1 caster level to make alchemical items so it conflicted with making magic items. The upside to alchemical items was that they didn't consume EXP.


If you hit (touch attack) you automatically halve the movement. That is too good IMO.

i would love a spell that did that no save

Scarab Sages

Oh yeah, I house-ruled that away soo long ago that I forgot it was a requirement...STUPID requirement none-the-less..."Oh by the way to follow this formula you have to be able to cast spells"....what?

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