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Stunning SnareConsumable 12


ConsumableMechanicalSnareTrap
Source Pathfinder Core Rulebook
Price 320 gp
Weight negligible

You rig a snare to disorient a creature with a quick bash, leaving it with little ability to defend itself. The trap deals 6d6 bludgeoning damage to the first creature to enter its square; that creature must attempt a DC 31 reflex save.


Critical Success The creature is unaffected.

Success The creature takes half damage and is flat-footed for 1 round and stunned 1.

Failure The creature takes full damage and is flat-footed for 1 round and stunned 2.

Critical Failure The creature takes double damage and is flat-footed for 1 minute and stunned 4.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.