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Glittering SnareConsumable 4


UncommonConsumableMechanicalSnareTrapVisual
Source Pathfinder Lost Omens: The Grand Bazaar
Price 18 gp
Weight negligible

Small flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or hidden in a container. The first creature to enter the square or open the container must attempt a DC 20 reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing.


Critical Success The creature is unaffected.

Success The creature takes a -1 status penalty to Stealth checks for 1 minute or until it uses an Interact action to remove the glitter.

Effect: Glittering Snare (Success)

Failure The creature takes a -2 status penalty to Stealth checks for 2 minutes or until it spends a 2-action activity, which has the manipulate trait, to remove the glitter. If the creature was Invisible, the glitter outlines it for 1 round, making it Concealed rather than Undetected to visual senses.

Effect: Glittering Snare (Failure)

Critical Failure As failure, but the penalty is -4. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the manipulate trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is Hidden, rather than undetected, to any creature that can see the glitter whenever it would otherwise have been undetected.

Effect: Glittering Snare (Critical Failure)

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.

Visual

A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.