🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Grasping SnareConsumable 8


UncommonConsumableMechanicalSnareTrap
Source Pathfinder Core Rulebook
Price 75 gp
Weight negligible

You rig vines and ropes to hold a creature in place. The first creature to enter the square must attempt a DC 26 reflex save, with the following effects.


Critical Success The creature is unaffected.

Success The creature takes a -5-foot status penalty to its Speed for 1 minute or until it Escapes (DC 26).

Failure The creature is immobilized for 1 round, then takes a -5-foot status penalty to its Speed for 1 minute. Both effects end early if it Escapes (DC 26).

Critical Failure The creature is immobilized for 1 minute or until it Escapes (DC 26).

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.