Rending SnareConsumable 14
Source Pathfinder Lost Omens: The Grand Bazaar
Price 700 gp
Weight negligible
Sharp metal jaws wind tightly into the pressure plate mechanism of this snare. When triggered, the jaws clamp shut and spin, damaging limbs in the process. The snare deals 10d8 piercing damage to the first creature to enter the square; that creature must attempt a DC 33 reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Flat-Footed until the end of its next turn.
Failure The creature takes full damage plus 2d6 Persistent Bleed Damage, and it becomes Clumsy 2 for 1 round.
Critical Failure The creature takes double damage plus 4d6 Persistent Bleed Damage, and it becomes clumsy 2 for 1 minute.
Traits
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.
ConsumableAn 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.
KoboldA creature with this trait is a member of the kobold ancestry.
MechanicalA hazard with this trait is a constructed physical object.
SnareTraps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.
TrapA hazard or item with this trait is constructed to hinder interlopers.