Item: Trip Snare

Level4
Rarity
Common
CategorySnare
Damage
Price15 gp
UsageHeld in one hand
PublicationPathfinder Player Core 2

You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare's square must attempt a DC 21 Reflex save.

If you want to create a trip snare to trip a larger creature, you must create a group of contiguous snares of a length equal to the edge of that larger creature's space, and the creature must be moving such that it moves into the full set of snares. For example, three trip snares in a 15-foot-line can trip a Huge creature coming down a corridor into the line of snares.


Critical Success The creature is unaffected.

Success The creature is Off Guard until the start of its next turn.

Failure The creature falls Prone.

Critical Failure The creature falls prone and takes 1d6 bludgeoning damage.


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.


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