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Binding SnareConsumable 10


UncommonConsumableMechanicalSnareTrap
Source Pathfinder Guns & Gears
Price 160 gp
Weight negligible

When a creature enters the snare's square, several strands of strong wires ending in jagged hooks latch onto it before hauling it to the ground. The snare deals 2d6 Piercing Damage, and the targeted creature must attempt a DC 28 reflex save.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is knock Prone and Immobilized for 1 round (Escape DC 28).

Critical Failure The creature takes double damage, is knocked prone, and is Restrained for 1 round (Escape DC 28).

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Mechanical

A hazard with this trait is a constructed physical object.

Snare

Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.

Trap

A hazard or item with this trait is constructed to hinder interlopers.