Item: Puddle Shove Snare

Level6
Rarity
Uncommon
CategorySnare
Damage4d10 bludgeoning
Price40 gp
UsageHeld in one hand
PublicationPathfinder Lost Omens Hellfire DispatchesRemaster

This snare magically contains a pressurized jet of water activated by an invisible sensor. When a creature enters the snare's square, a powerful blast of water deals 4d10 bludgeoning damage to the creature and potentially pushes them. You determine the direction of the blast of water when crafting the snare. The triggering creature must attempt a DC 24 Fortitude save.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is pushed 10 feet in the determined direction.

Critical Failure The creature takes double damage, is pushed 15 feet in the determined direction, and is drenched with water, taking a –1 circumstance penalty to saving throws against electricity effects for 1 minute.


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.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

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.

Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water. Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat aquatic combat usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.


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