Tanglefoot Bag Question


Rules Questions


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 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.

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Am I correct in thinking that even if the opponent makes their save, if they are struck, they take -2 to attack and -4 to dexterity? Similarly, this penalty lasts until the goo cracks apart, regardless if they use a weapon to scrape the goo off so that they can move again?

Similarly, can multiple tanglefoot bags stack? I remember the line that bonuses of the same type do not stack, but penalties do. So could say a mob of level 1 commoners throw them at a dragon to make it paralyzed?


Jen the GM wrote:

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 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.

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Am I correct in thinking that even if the opponent makes their save, if they are struck, they take -2 to attack and -4 to dexterity? Similarly, this penalty lasts until the goo cracks apart, regardless if they use a weapon to scrape the goo off so that they can move again?

Similarly, can multiple tanglefoot bags stack? I remember the line that bonuses of the same type do not stack, but...

I don't believe the penelties would stack, entangled is a conditon, and a creature cannot have the same condition multiple times. Secondly I believe the mob of commoners would be crispy, or frozen, or disolved etc... when trying to get within that 10' range incriment of the bag.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

The -2 attack and -4 DEX is regardless of the save. Note that it lists those penalties and then says "and" before offering the save and telling you exactly what happens if you fail. Thus, the save only affects whether or not you're stuck to the floor.

The entangled creature can break free with the listed strength check or slashing damage. Once they've done this, they won't be affected by it anymore (they don't need to wait for it to dry out).

Liberty's Edge

Jiggy wrote:

The -2 attack and -4 DEX is regardless of the save. Note that it lists those penalties and then says "and" before offering the save and telling you exactly what happens if you fail. Thus, the save only affects whether or not you're stuck to the floor.

The entangled creature can break free with the listed strength check or slashing damage. Once they've done this, they won't be affected by it anymore (they don't need to wait for it to dry out).

AGreed on the first part, but not so sure on the second part:

Quote:
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.

Since it only specifies "if glued to the floor or unable to fly", not "affected by the entangle" itself.

Universal solvent should work in any case.


Jen the GM wrote:


Similarly, can multiple tanglefoot bags stack? I remember the line that bonuses of the same type do not stack, but penalties do. So could say a mob of level 1 commoners throw them at a dragon to make it paralyzed?

No, Penalties no NOT stack. Being hit by 2 Rays of Enfeeblement also do not stack Strength penalty.

The only reason to throw dozens of Tanglefoot-bags to a BBEG is to have it make lots of saves, waiting for the "1".

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Callarek wrote:
Quote:
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.
Since it only specifies "if glued to the floor or unable to fly", not "affected by the entangle" itself.

Ah, good catch. I amend my previous statement, then.

endier wrote:
No, Penalties no NOT stack. Being hit by 2 Rays of Enfeeblement also do not stack Strength penalty.
The very first chapter of the rules wrote:
Penalty: Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another.

The only reason two rays of enfeeblement don't stack is because the spell description specifically says it won't stack with itself, not because that's how penalties work in general.


Jiggy wrote:
Callarek wrote:
Quote:
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.
Since it only specifies "if glued to the floor or unable to fly", not "affected by the entangle" itself.

Ah, good catch. I amend my previous statement, then.

endier wrote:
No, Penalties no NOT stack. Being hit by 2 Rays of Enfeeblement also do not stack Strength penalty.
The very first chapter of the rules wrote:
Penalty: Penalties are numerical values that are subtracted from a check or statistical score. Penalties do not have a type and most penalties stack with one another.
The only reason two rays of enfeeblement don't stack is because the spell description specifically says it won't stack with itself, not because that's how penalties work in general.

Most penelties stack, but specific conditions do not, If you are shaken for a -2 penelty, you cannot get further shakened to a -4, most effects will change you to frightened, where you run away with the same -2. Same for if you are prone, you aren't going to get more prone for higher then a -4 penelty. The mentioning the effects of the entanglement in the tanglefoot bag is just giving the description of the entangled condition http://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled

Hitting something with 10 tanglefoot bags, is the same as casting the entangle spell on them 10 times.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

I was only responding to a specific statement from endier that appeared to be referring to penalties in general, rather than conditions.

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