Source Core Rulebook
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
Alchemical Power Components
Source Adventurer's Armory
These sticky pouches can make a troublesome spell even worse.
tentacles (M): For each tanglefoot bag used as a power component, you may reroll
the tentacles grapple check against one creature of your choice.
Slow (M): For each tangelefoot bag used as a power component, you may designate
one slowed creature as being affected by a tanglefoot bag.
Web (M): Increase the DC of breaking free by making a combat maneuver or Escape Artist check by 1.
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spells normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.
Spells followed by an (M) expend the alchemical item as a material component;
Spells followed by an (F) use the item as a focus and do not expend it.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
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