Hearing the shouts from his comrades, Ryx realizes the spell caster has gone invisible again. Knowing he should move to help Savin, Ryxikor quickly decides to try and help locate the wizard. With only his drow dagger, organripper, in hand, the elven mercenary rushes around the corner, ready to skewer then wizard if he feels him. As he moves, another plan formulates in his mind as he quickly retrieves another item from his backpack. After rounding the corner, Ryx moves to where the shadar-kai was, if he is not there Ryx continues to move along the wall looking for him, or shall we say, feeling for him. If anytime Ryx bumps into something that isn't there, he slams his hand into the invisible object, saying, "You stay put."

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HP: 40/41
AC: 17

move action: move 10' from Z12 to AB12, 5' to AB11, 10' to AD11, 5' to AD12, for a total of 30', and grab tanglefoot bag from backpack
standard action: melee attack with tanglefoot bag

ooc: Ryx will skirt along the wall and if he runs into anything that he can't see, he'll slam the tanglefoot bag on it, so don't anyone else go invisible bahahahahahaha

Tanglefoot Bag

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 the 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. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a 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