Snarecrafter
You're able to take ordinary materials and use them to create deadly snares—special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair. Instead, when combat takes place at a location of your choosing, you have a major advantage thanks to your well‑placed snares. Once your foes realize that you may have trapped any location on a battlefield, their fear of accidentally setting one off can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place. Fearless enemies face their own disadvantage: they run a greater risk of setting off the many traps you've deployed. Even if they somehow avoid them, some cunning snare crafters have the skills to set a trap right under their foes' feet. Others have found they can trigger dangerous snares from a safe distance due to years of practice. Truly, snare crafters make for a dangerous foe and handy ally.
Snarecrafter Dedication Feat 2
Prerequisites trained in Crafting, Snare Crafting
You have studied the art of crafting snares and laying traps, and few have shown more talent in these arts than you. You gain the Snare Crafting feat. When you set a snare, the DC of any saving throw it requires uses the higher of your class DC or the snare's DC. If a snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions instead.
Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment (increasing to six snares if you're a master in Crafting and eight if you're legendary). Snares prepared in this way don't cost you any resources to Craft.
When you increase your proficiency rank in Crafting to expert, master, or legendary, add three additional snare formulas to your formula book. The snares must be of your level or lower.
Special Rangers can adapt snare crafting techniques to create snares from natural materials. If you are a ranger, you can use Survival instead of Crafting for all prerequisites and functions of feats from this archetype. (This includes using Survival to Craft a snare.)
Source: Pathfinder Player Core 2
Brastlewark Snare Engineering Feat 4
You've trained with the Brastlewark gnomes or studied their teachings, and learned the art of crafting their more magical snares. You learn the formulas for crafting the pit illusion snare and the shadow cloak snare or two uncommon magical snares of your level or lower that you have access to. When you set a magical snare, the DC of any saving throw it requires uses your spell DC if that's higher. When you craft a non-magical snare, you can choose to give it the magical trait. When you do so and the snare is one that normally deals damage, it deals an additional amount of force damage equal to its level.
Source: Pathfinder Lost Omens Hellfire Dispatches
Surprise Snare Feat 4
You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers.
Source: Pathfinder Player Core 2
Barricade Snare Feat 6
Using clever gnomish engineering, you can quickly erect small barriers in which your snares are hidden. When you prepare snares for quick deployment, you can prepare some of them as barricade snares. A barricade snare consists of a small barricade in which the snare is hidden, but it costs two of your quick deployment snares. Though creatures can automatically see the barricade, the snare hidden inside the barricade must be detected like a standard snare, but with a +2 circumstance bonus to the DC. The barricade occupies the same space as the snare and is 5 feet high; it provides standard cover, can be Climbed with a successful DC 12 Athletics check, has an AC of 10, Hardness 5, and 20 Hit Points, and is immune to critical hits and precision damage. The barricade lasts as long as the snare does. A creature triggers and is affected by the hidden snare when it attempts to Climb the barricade or successfully attacks the barricade while adjacent to it. The snare and barricade are destroyed when the snare is triggered or if the barricade is destroyed, whichever comes first.
Special Even if you have the Surprise Snare feat, you must craft a barricade snare in an empty square.
Source: Pathfinder Lost Omens Hellfire Dispatches
Remote Trigger Feat 6
You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly.
You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged Strike against the Crafting DC, triggering the snare only if you hit.
Source: Pathfinder Player Core 2
Remote Detonation Feat 8
Brastlewark snarecrafters know that sometimes it's more advantageous to magically destroy a snare before it's triggered. Choose a magical snare within 120 feet that you crafted. The snare is automatically destroyed and each creature in a 5-foot emanation takes 1d6 force damage per level of the destroyed snare with a basic Basic Reflex save against the higher of your class DC or spell DC.
Special If you detonate a broad snare or giant snare, choose one square that snare occupies to be the center of the emanation.
Source: Pathfinder Lost Omens Hellfire Dispatches
Broad Snare Feat 10
You can create longer snares for quick deployment, creating lines on the battlefield. When you prepare snares for quick deployment, you can prepare some of them as broad snares. A broad snare takes up a 20-foot line starting from the square in which you craft the snare but it costs two of your quick deployment snares. A broad snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.
Source: Pathfinder Lost Omens Hellfire Dispatches
Giant Snare Feat 10
You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares.
When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.
Source: Pathfinder Player Core 2
Lightning Snares Feat 12
You can rig a trap with incredible speed. When you create a snare that normally takes 1 minute to Craft, you can Craft it using a single Interact action instead.
Source: Pathfinder Player Core 2
Plentiful Snares Feat 12
You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication.
Source: Pathfinder Player Core 2
Domino Effect Feat 14
Trigger A creature triggers a magical snare you crafted.
You've learned to pull the invisible strings of magic to affect targets that wouldn't normally be. A creature you choose within 15 feet of the triggering creature is affected by the same snare as if they had also triggered it.
Source: Pathfinder Lost Omens Hellfire Dispatches
Snarecrafter Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Snarecrafter Dedication | 2 | Common | |
| Brastlewark Snare Engineering | 4 | Uncommon | |
| Surprise Snare | 4 | Common | |
| Barricade Snare | 6 | Uncommon | |
| Remote Trigger | 6 | Common | |
| Remote Detonation (Snarecrafter) | 8 | Uncommon | |
| Broad Snare | 10 | Uncommon | |
| Giant Snare | 10 | Common | |
| Lightning Snares | 12 | Common | |
| Plentiful Snares | 12 | Common | |
| Domino Effect | 14 | Uncommon |