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Hoof Stakes SnareConsumable 3


UncommonConsumableMechanicalSnareTrap
Source Pathfinder #175: Broken Tusk Moon
Price 10 gp
Weight negligible

This snare consists of several narrow, sharpened stakes, each over a foot long, clustered together and pointing upward. The snare is patently obvious unless planted amid tall reeds or grasses or in someplace dark. Medium and smaller creatures can pass among the stakes easily; unlike most snares, the hoof stakes snare triggers only when a Large or larger creature enters its square. The snare deals 2d6 piercing damage to the triggering creature, which must attempt a DC 18 reflex save.


Critical Success The creature is unaffected.

Success The creature takes half damage, and it takes a -5-foot circumstance penalty to its Speed for 1 minute, or until the creature or an ally spends three Interact actions to carefully remove the stakes.

Failure The triggering creature takes full damage. The creature takes a -5-foot circumstance penalty to its Speed, and any time it deals damage with a foot Strike (including as part of Trample or a similar ability), the creature takes 2d6 piercing damage. The effect lasts for 1 minute, or until the creature or an ally spends three Interact actions to carefully remove the stakes.

Critical Failure As failure, but the circumstance penalty to its Speed is -10 feet, and the creature takes 4d6 piercing damage whenever it deals damage with a foot Strike.

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.