Item: Detonating Gears Snare

Level3
Rarity
Common
CategorySnare
Damage
Price12 gp
UsageHeld in one hand
PublicationPathfinder Guns & Gears

This snare uses clockwork stressed almost to the breaking point, which activates with a powerful explosion that deals 3d8 piercing damage to the first creature entering the snare's square. The creature must attempt a DC 19 Reflex saving throw.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and 3 bleed damage.

Critical Failure The creature takes double damage and 6 bleed damage.


Trait Effects

Auditory: Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

Clockwork: Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function.

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. A character can Craft consumable items 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 constructed to hinder interlopers.


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