Home >Equipment >

Snares

Snares are small annoyances and simple traps you can create using the Crafting skill if you have the Snare Crafting feat. Creating a snare typically requires a snare kit and some amount of snare components. Unlike other crafted items, found snares cannot be collected or sold in their complete form.

Snares always have the snare trait.

Crafting Snares

A snare is built within a single 5-foot square and, once constructed, can’t be moved without destroying (and often triggering) the snare.

You must have the Snare Crafting feat to create snares.

You can spend 1 minute to Craft a snare at its full listed Price. If you want to Craft a snare at a discount, it still requires the usual amount of downtime indicated in the Craft activity. Some snares have additional requirements beyond those stated in the Craft activity; these snares list their requirements in a Craft Requirements entry.

Detecting Snares

Creatures can detect snares as they would any trap or hazard, using the creator’s Craft DC as the snare’s Stealth DC. As you become more skilled in creating snares, they become harder to detect by those with lesser ability. If your proficiency rank in Crafting is expert, only creatures trained or better in Perception can find your snares and only creatures trained or better in Thievery can disarm them; if your proficiency rank in Crafting is master, only creatures that are expert or better in Perception can find your snares and only creatures that are expert or better in Thievery can disarm them; and if your proficiency rank in Crafting is legendary, only creatures that have a rank of master or better in Perception can find your snares and only creatures that have a rank of master or better in Thievery can disarm them.

If your proficiency rank is expert or better in Crafting, only creatures actively searching can find your snares.

Triggering Snares

Unless stated otherwise in a snare’s description, when a Small or larger creature enters a snare’s square, the snare’s effect occurs and then the snare is destroyed.

Disabling Snares

Once you discover a snare, you can disable it much like other physical traps, using the Disable a Device use of the Thievery skill and using the Craft DC of the snare’s creator as the DC. On a critical success, you gain a partial version of the snare that you can take with you. Any creature with the formula for that snare can use a partial snare in place of half the Price to Craft the same snare again elsewhere.

You can disarm a snare that you’ve created without setting it off by spending an Interact action while adjacent to the snare.

The following snares are available to purchase or Craft.

Alarm Snare 1

Price 2 gp

An alarm snare sounds when a Small or smaller creature enters the snare’s square. The snare then makes a loud noise that can be heard by all creatures within 100 to 500 feet of the snare (you choose how loud the snare is and the distance at which it can be heard when you create the snare).

Biting Snare Snare 4

Price 10 gp

A biting snare acts as difficult terrain until a creature enters its square. That creature must then attempt a DC 18 Reflex save.

Success The target is unaffected.

Failure The target takes 1d8 piercing damage.

Critical Failure The target takes 2d8 piercing damage and is hampered 10 until it recovers at least 1 Hit Point.

Caltrop Snare Snare 1

Price 2 gp

This trap consists of a hidden canister of caltrops attached to a trip wire. When the trap is triggered, it flings the caltrops into a square adjacent to the trap. You choose which square when you set up the snare.

If the caltrops scatter into the same square as a creature, that creature must attempt the Acrobatics check immediately.

Craft Requirements caltrops

Exploding Snare Snare 8

Price 50 gp

You set a trio of alchemist’s fire bombs to explode in unison when a creature enters the exploding snare’s square. The target must attempt a DC 22 Reflex save.

Success The target takes 1d8 fire damage.

Critical Success The target is unaffected.

Failure The target takes 3d8 fire damage and 3 persistent fire damage.

Critical Failure The target takes 6d8 fire damage and 3 persistent fire damage.

Craft Requirements three vials of alchemist’s fire

Freezing Snare Snare 8

Price 50 gp

You set a trio of liquid ice bombs to explode in unison when a creature enters the freezing snare’s square. The target must attempt a DC 22 Reflex save.

Success The target takes 1d8 cold damage.

Critical Success The target is unaffected.

Failure The target takes 3d8 cold damage and is hampered 10 until the end of its next turn.

Critical Failure The target takes 6d8 cold damage and is hampered 10 until the end of its next turn.

Craft Requirements three vials of liquid ice

Hobbling Snare Snare 4

Price 10 gp

A hobbling snare acts as difficult terrain until a creature has entered its square. That creature must then attempt a DC 18 Reflex save.

Success The target is unaffected.

Failure The target is hampered 10 for 1 minute or until it regains at least 1 Hit Point.

Critical Failure The target is hampered 20 for 1 minute or until it regains at least 1 Hit Point.

Lightning Snare Snare 8

Price 50 gp

You set a trio of bottled lightning bombs to explode in unison when a creature enters the lightning snare’s square. The target must attempt a DC 22 Reflex save.

Success The target takes 1d6 electricity damage.

Critical Success The target is unaffected.

Failure The target takes 3d6 electricity damage and is flat-footed for 1 round.

Critical Failure The target takes 6d6 electricity damage and is flat-footed for 1 round.

Craft Requirements three vials of bottled lightning

Marking Snare Snare 1

Price 2 gp

When you create this snare, you must decide whether to make the snare a dye or a scent marker. Either type of marking grants a +2 circumstance bonus to track the creature for up to 24 hours or until dye or scent is washed off (requiring at least a gallon of water and 10 minutes of scrubbing). A creature that enters a square of the marking snare must attempt a DC 17 Reflex saving throw.

Success The target is unaffected.

Failure The snare marks the target.

Critical Failure The snare marks the target, and the target is blinded until the end of its next turn.

Signaling Snare Snare 1

Price 2 gp

When a creature enters a square of a signaling snare, nothing happens to the creature, but instead it causes a small, easily missed disruption to the terrain that allows the snare’s creator or another creature who knows what to look for to determine whether a creature of the appropriate size entered the square.

Slowing Snare Snare 1

Price 2 gp

A square with this snare becomes difficult terrain when the first creature enters it, and then it is destroyed.

Stalker Bane Snare Snare 4

Price 10 gp

This snare explodes with a burst of cloying powder that can cling to a creature stepping into its square.

A creature that enters a square of the stalker bane snare must attempt a DC 20 Reflex save.

Success The target is unaffected.

Failure Powder sticks to the target, causing it to leave behind telltale footprints. If the target is or becomes invisible, creatures that would otherwise be unable to see it count it as sensed without spending an action to find it.

Critical Failure Powder clumps on the target, constantly flaking away. If the target is or becomes invisible, creatures that would otherwise be unable to see it count it as concealed instead.

Striking Snare Snare 8

Price 50 gp

You set a group of either stones or wooden stakes to strike a creature that enters the snare’s square. The creature must attempt a DC 22 Reflex saving throw.

If you choose stones, the snare deals bludgeoning damage; if you choose spikes, it deals piercing damage.

Success The target takes 1d8 damage.

Critical Success The target is unaffected.

Failure The target takes 3d8 damage.

Critical Failure The target takes 6d8 damage.

Trip Snare Snare 4

Price 10 gp

You set a cunning wire to trip a creature. A Medium or smaller creature that enters this snare’s square must attempt a DC 18 Reflex save. If you want to create a trip snare to trip larger creatures, you must create a group of contiguous snares of a size equal to the space of that larger creature. For instance, a square-shaped group of four contiguous trip snares in a 10-foot-by-10-foot square can be used to trip a Large creature.

Success The target is unaffected.

Failure The target falls prone.

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

Warning Snare Snare 4

Price 10 gp

This snare is like an alarm snare, but its subtle sound blends into ambient noise. You can detect this sound as long as you’re within 1,000 feet of the snare and aren’t prevented from hearing it. Other creatures in that area who are searching might notice the sound if their Perception check result meets or exceeds your Craft DC.