🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Dream Pollen SnareConsumable 3


UncommonConsumableIncapacitationMechanicalMentalSnareTrap
Source Pathfinder #175: Broken Tusk Moon
Price 12 gp
Weight negligible

This simple trap is made of taut twigs that, when triggered, snap down on a pollen-filled sac of a peculiar flower. When inhaled, the pollen imparts a hazy state of profound agreeability. The first creature that enters the snare's space triggers the snare. The creature that triggered the trap must attempt a DC 18 will save. Undead creatures and creatures that don't breathe are immune to dream pollen.


Critical Success The creature is unaffected.

Success The creature is Stupefied 1 for 1 round.

Failure The creature is stupefied 1 for 1 round. For 1 minute, the creature becomes friendly to all creatures to which it was indifferent, or helpful to all creatures to which it was friendly. If the creature was unfriendly or hostile to any creatures, it remains unfriendly or hostile to them. If the creature is an animal, any creature to which it's friendly or helpful can use Diplomacy to Make an Impression on it and to make very simple Requests of it.

Critical Failure As failure, but the duration of the agreeability is 1 hour instead of 1 minute.

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.

Incapacitation

An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Mechanical

A hazard with this trait is a constructed physical object.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

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.