Item: Tin Cobra

Level5
Rarity
Uncommon
CategorySnare
Damage3d6 poison
Price23 gp
UsageHeld in one hand
PublicationPathfinder Guns & GearsRemaster

This clockwork cobra activates when a creature enters its square, at which point it lashes out and spits venom, dealing 3d6 poison damage. The target must attempt a DC 21 Fortitude save.


Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and is Sickened 1.

Critical Failure The creature takes double damage is Sickened 2.


Trait Effects

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.

Poison: An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

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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