Tanglefoot Bombs vs. Fly Spell / SLA


Rules Questions


I'm having some problems understanding parts of the Tanglefoot property the bomb discovery grants:

Tanglefoot Bomb (Su)* (Ultimate Magic pg. 17): A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
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Tanglefoot bag says:
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. Crafting this item is a DC 25 Craft (alchemy) check.

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So the part I'm having problems with is the section regarding flying creatures. It specifically calls out "if using wings". Does this mean creatures, say like Oni, who fly using at-will SLAs or the actual Fly spell aren't subject to the "knocked out of the sky" portion, let alone the nonsense regarding slowed movement?

Thanks for the help!


It means that purely magical flight isn't affected, yes.


avr wrote:
It means that purely magical flight isn't affected, yes.

Do things that fly from magic at least suffer the dex/attack penalties, or the slowed movement? I'm playing a level 10 alchemist in the Jade Regent campaign and there's a lot of annoying fliers that half the damn party can't deal with, and it'd be nice if I could offer a tool - even if it's very, very limited in scope - to drag some of the fliers down to our level.

Thanks!


They can certainly be entangled with the consequences you mention, and if they're actually on the ground when you hit them they can be glued to it.


Tanglefoot Bags are fantastic since the entangle effect doesn't allow for a save.

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