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Trip SnareConsumable 4


ConsumableMechanicalSnareTrap
Source Pathfinder Core Rulebook
Price 15 gp
Weight negligible

You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 20 reflex save.

If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature's space, and the creature must be moving such that it moves into the full set of snares. For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares.


Critical Success The creature is unaffected.

Success The creature is flat-footed until the start of its next turn.

Failure The creature falls prone.

Critical Failure The creature falls prone and takes 1d6 bludgeoning damage.

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.