Item: Glittering Snare

Level4
Rarity
Uncommon
CategorySnare
Price18 gp
UsageHeld in one hand
PublicationPathfinder Lost Omens The Grand Bazaar

Small flecks of mica, sand, and ground glass are packed into a spring-loaded canister that can be rigged to a trip wire or hidden in a container. The first creature to enter the square or open the container must attempt a DC 20 Reflex save as the area is showered with bright, glittering dust that sticks to skin, fur, and clothing.


Critical Success The creature is unaffected.

Success The creature takes a -1 status penalty to Stealth checks for 1 minute or until it uses an Interact action to remove the glitter.

Effect: Glittering Snare (Success)

Failure The creature takes a -2 status penalty to Stealth checks for 2 minutes or until it spends a 2-action activity, which has the manipulate trait, to remove the glitter. If the creature was Invisible, the glitter outlines it for 1 round, making it Concealed rather than Undetected to visual senses.

Effect: Glittering Snare (Failure)

Critical Failure As failure, but the penalty is -4. The glitter sticks for 5 minutes or until the creature spends a 3-action activity, which has the manipulate trait, to remove it. The glitter continues to fall around the creature until completely removed, leaving a trail behind it as it moves and revealing its rough location; the creature is Hidden, rather than undetected, to any creature that can see the glitter whenever it would otherwise have been undetected.

Effect: Glittering Snare (Critical Failure)


Trait Effects

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.

Visual: A visual effect can affect only creatures that can see it. This applies only to visible parts of the effect, as determined by the GM.


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