<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> OOC</div><div class="spoiler_body">I'd rule that he can study them once per day, most likely when he's preparing his own spells. Means he has to hold onto at least one of the three, though. </div></div><br/>A little bit of experimentation later, and three matching "mini-scrolls" have been rolled and stuffed into each finger, causing them all to radiate minor magical auras. Of course, the goblins aren't very magically inclined, it seems... but it seems that the fingers were meant to be charged with fire, water, and air energies, and perhaps a fourth with earth (judging by the scrolls, and the other hollowed block of wood sitting on the workbench). Presumably, when the creature wielding these fingers struck someone, the magic would go off... however, you see something that the little creatures didn't. The way the scrolls are charged, and the way they are meant to be activated, the fingers would have exploded every time they hit something, meaning that whatever golem they are building would need lots of spare hands...<br/><br/>Your new tools in hand, you set off through another corridor, which apparently leads you from the goblins' guard-post to the main hallways of the goblins' lair. Almost immediately, you come to a fork... on the left, you hear the sound of hammers against metal. On the right, you hear voices... some tiny, and some that obviously belong to much larger folk. In fact, you think one of them is vaguely familiar...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">OOC</div><div class="spoiler_body">Ok. So, the finger-bangers ((not actual name, but amusing to me nonetheless)) draw their power from a spellcaster's essence; as such, their damage scales like that of an Alchemist's bombs. However, where an alchemist can make bombs at no cost, these cost about 25 gp per damage dice to make, and do not do splash damage. They do, however, have traditional elemental effects: fire sets people on fire (one round burn), water (ice) entangles, and air (lightning) staggers for one round, negated by a reflex save (DC 1/2 caster level + int+10). So it's a 10' range, 1d6 Elemental Touch Attack at first level, and at third it grows to 2d6.<br/><br/>Also, a perception check would allow Valen to try and place the voice he's hearing, as well as hear some of what it is saying. </div></div>