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Setup SnareConsumable 3


UncommonConsumableKoboldMechanicalSnareTrap
Source Pathfinder #193: Mantle of Gold
Type Snare
Price 8 gp
Weight negligible

This snare is designed to divert a target's movement towards another snare or hazard. You may choose to have the target attempt a Will saving throw instead of a Reflex saving throw; if you do, add the fear and mental traits plus add either the visual or auditory trait.

When a Small or larger creature enters the square, the snare Pushes the creature 5 feet and the target becomes Clumsy 1 until the end of their next turn. On a critical failure the snare Pushes the target 10 feet and the target becomes Clumsy 2 until the end of their next turn.

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.

Kobold

A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision.

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.