New Feat: Master of Glue [Archive] - Wizards Community

Post/Author/DateTimePost
tarkin

07-17-07, 02:31 PM
Master of Glue

Pre-req: 10+ ranks of Sleight Of Hand.

Benefit: If given a small, handheld container of glue, you may as a Full Round Action, attempt to glue something shut on an opponent.

Doing so is a DC 20 Sleight of Hand check. Furthermore, you must make an opposed Bluff check (vs. Sense Motive). If you fail they take one step torwards hostile. If they were already Hostile, combat breaks out.

If combat breaks out, then the glue has not had time to set.

If combat does not break out immediately, the glue has time to set.

Typically this featl is used to glue a weapon to it's sheath or some part of your armor. However, you can also use it to glue wands, purses, or anything else you desire.

Attempting to glue living flesh to something increases the DC by +5 and gives you another -5 to your bluff check.

Typical glue used is called "Lock Glue"


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Lock Glue
This glue can be used by a Master of Glue, and it can also be used to glue a lock shot.

50 gp buys a 10 use bottle. Weight: negligeble

Strength DC 20 to break, and requires a Move action to do so. Can be scraped away as a Full Round Action, if they have a small knife. (If put in a lock, takes a full round action using lock picks and a succesfull Open Locks DC 25 to clear the lock)

Lock Glue sets in one round after exposure to air, and lasts for 10 minutes, if it is not broken.

Concentrated Lock Glue.

A ten use bottle costs 500 gp, but the Strength DC is 25. It lasts for years, unless broken by a strong person or scraped away with a small knife.

(If put in a lock, takes two full round actions using lock picks and a succesfull Open Locks DC 30 to clear the lock)
jaelis

07-17-07, 11:12 PM
Sounds like the kind of feat you would design an interesting NPC around. I don't really see a lot of PCs being interested, but perhaps in the right campaign.

I'd up the duration of the glue though. 24 hours seems reasonable to me, and would let you come up with more interesting strategies.
EjoThims

07-18-07, 02:40 AM
Sounds like the kind of situation that anyone with a decent Sleight of Hand check and a bottle of glue should ask his/her DM "What kind of action/check would this be" instead of completely and totally wasting a feat slot.
tarkin

07-18-07, 10:51 AM
Not at an easy DC 20.

That is typical of what I call the "possible = done" mistake common on the boards.

I.E. "It is possible to do it, therefore he can do it".

No. This is something extremely complex, that requires special training, beyond the regular sleight of hand.

Just as firing multiple arrows with a standard action is possible, but still requires a feat, this also should require a feat. Just as using the haft of a pole arm to attack is possible, but still requires a feat, so should this.

Best situation, I could see it done as a 'skill trick' - but they can only be done once per encounter. Considering the handling of the glue etc. it is beyond too complex to be something that everyone can do at a mere DC 20.

Maybe a general rule allowing you to do it at a DC 25 and a -5 penalty to the Bluff check, with this feat providing +5 to the Sleight of Hand and removing the -5 penalty to the Bluff check.
Traverse

07-18-07, 11:26 AM
There aren't enough high level Skill Tricks, but I think this one would be great. As a normal feat it could become a run of the mill battle move, but once an encounter and this would be a show-stopper. I mean, imagine if someone used this with Sovereign Glue, yeouch.
EjoThims

07-18-07, 11:28 AM
25 is still pretty low for anyone investing enough ranks in sleight of hand to intend to use it in any kind of combat situation.

It's a DC 20 to lift a small item from someone.

Add a circumstance penalty for placing something instead. Add another for manipulating instead of lifting. Possibly add a third for duration. You're still sitting at a DC of only 26-35.

The whole point of the skill system is for more and more complex actions to become available as your skill improves.

Besides... The whole trick would work so much better with some sovereign glue.

Also, the polearm feats from Dragon are pretty atrocious as well. Waste a feat to be able to use the weapon I can already use perfectly well poorly in a situation I don't want to use it in anyway? Waste a feat to get something between flurry and TWF but not as good as either? No thanks.

And even if you used the feat, the whole Sense Motive part is unneeded, as only the absent minded or insane wouldn't become more hostile upon catching you attempting something like this.