Think I found the biggest trap feat in the whole game.


Rules Discussion


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Snare Crafting >:(


Bravo sir


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Lanathar wrote:
Bravo sir

I had a thought, it was a dumb thought, but I commited and here we are.

Joke aside, any experience with snares yet?
I kind of wanna run around deploying bear traps.

Also
Snare Specialist
Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you have master proficiency in Crafting and eight if you have legendary proficiency in Crafting. Snares prepared in this way don’t cost you any resources to Craft.

Poison Weapon
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.

Alchemist
As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end.

Traps you make prepare for free. They don't seem to expire ever.


One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.

I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.


Captain Morgan wrote:

One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.

I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.

Do you guys play with the traps expiring on the next day prep?

Per RAW; it seems they don't expire, but I'm guessing this is a mistake?


Corvo Spiritwind wrote:
Captain Morgan wrote:

One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.

I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.

Do you guys play with the traps expiring on the next day prep?

Per RAW; it seems they don't expire, but I'm guessing this is a mistake?

Hasn't come up. Because you can't move snares once they are made. Unless you're asserting you can keep the undeployed quick snares for later. Which might be supported by RAW but clearly isn't the intention. That would be insanely OP.


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Captain Morgan wrote:
Corvo Spiritwind wrote:
Captain Morgan wrote:

One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.

I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.

Do you guys play with the traps expiring on the next day prep?

Per RAW; it seems they don't expire, but I'm guessing this is a mistake?

Hasn't come up. Because you can't move snares once they are made. Unless you're asserting you can keep the undeployed quick snares for later. Which might be supported by RAW but clearly isn't the intention. That would be insanely OP.

Goblin Rangers with infinite traps scare me.


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The amount of type it took for me to realize that it was a pun, and not some complaining about something again, brings me shame.

Hopefully kobolds in the APG gets some good trap synergy in their ancestry feats.


Some Kind of Chymist wrote:

The amount of type it took for me to realize that it was a pun, and not some complaining about something again, brings me shame.

Hopefully kobolds in the APG gets some good trap synergy in their ancestry feats.

I take this as a compliment. Also kind of traumatized by kobolds and traps so I'm on a fence on that.


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Pathfinder Adventure Path Subscriber

I hope that they eventually make a feat called "biggest trap" for making especially large snares/hunting massive creatures.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Corvo Spiritwind wrote:
Some Kind of Chymist wrote:

The amount of type it took for me to realize that it was a pun, and not some complaining about something again, brings me shame.

Hopefully kobolds in the APG gets some good trap synergy in their ancestry feats.

I take this as a compliment. Also kind of traumatized by kobolds and traps so I'm on a fence on that.

I am, too, but as a GM. XD

When I ran Kingmaker, my players allies with the kobolds. Fast forward to the mass combat section and they end up with a kobold army... Paizo gave the kobolds an ability to set traps/ambushes as part of mass combat. My players devised a strategy where the kobolds would set traps, let the enemy walk into them, and then immediately retreat, and repeat.

Using this strategy, the kobolds delayed an army nearly ten times their size for three solid weeks and did so much damage the army had to retreat.

It's now canon in my home games that no army is willing to engage an army of kobolds on their own turf. XD I would be very happy if PF2e gives kobolds trap synergy that supports that flavor; my players will love that.

Sovereign Court

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When I saw the thread title I thought "that's a bold claim, what will you pay if you're wrong". But I approve of this.

Liberty's Edge

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I am pleasantly reminded of the 'Giant Slap In The Face' thread. :)

Grand Lodge

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Corvo Spiritwind wrote:
Snare Crafting >:(

We've been Rickgnolled ;-)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Deadmanwalking wrote:
I am pleasantly reminded of the 'Giant Slap In The Face' thread. :)

Thank you for reminding me I need to dig that thread up and see where it went!


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MaxAstro wrote:
Corvo Spiritwind wrote:
Some Kind of Chymist wrote:

The amount of type it took for me to realize that it was a pun, and not some complaining about something again, brings me shame.

Hopefully kobolds in the APG gets some good trap synergy in their ancestry feats.

I take this as a compliment. Also kind of traumatized by kobolds and traps so I'm on a fence on that.

I am, too, but as a GM. XD

When I ran Kingmaker, my players allies with the kobolds. Fast forward to the mass combat section and they end up with a kobold army... Paizo gave the kobolds an ability to set traps/ambushes as part of mass combat. My players devised a strategy where the kobolds would set traps, let the enemy walk into them, and then immediately retreat, and repeat.

Using this strategy, the kobolds delayed an army nearly ten times their size for three solid weeks and did so much damage the army had to retreat.

It's now canon in my home games that no army is willing to engage an army of kobolds on their own turf. XD I would be very happy if PF2e gives kobolds trap synergy that supports that flavor; my players will love that.

Vietnam: Kobold Boogaloo.


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Can we please stop calling everything tr-

...oh.


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Nice pun there. A good riff on how these boards keep over exageratting titles lately.

THe base feat I don't much like. I do love the ranger feat, Does make me mildly sad that it doesnt' come with the skill feat automatically.
My alchemist (who is also decently sneaky) is more than likely going to pick it up, as he is dipping Ranger anyway. There will be only certain uses of course. But even if he just gets to secure the rest area still pretty useful. And the occasions when he'll get to sneak into the enemy camp. poison random things, snare random things, will be fun.
=============

.....huh. I wonder if I could use contact poison on a snare and have it effect whoever gets snared?

in regards to the large snares. I swear I saw a rule about how snares work with large creatures.. Pretty sure the range had a f eat to make the area bigger later? I remember the rules talking bout how a large creature needed to be in all the snare points. (which would make good in hallway settings but less elsewhere.)

Huh if Kobolds get trap feats. Whelp I'm totally gonna make a half-Kobold. Which.. as a sidenote. Just has the coolest visual in my head. I wanna draw that (badly but hey practice is practice)


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MaxAstro wrote:
Deadmanwalking wrote:
I am pleasantly reminded of the 'Giant Slap In The Face' thread. :)
Thank you for reminding me I need to dig that thread up and see where it went!

I need a link, this reference is beyond me.

MaxAstro wrote:
Fast forward to the mass combat section and they end up with a kobold army...

Oh no.

Mechalibur wrote:

Can we please stop calling everything tr-

...oh.

Not even one ounce of sorry here >:(

Ascalaphus wrote:
When I saw the thread title I thought "that's a bold claim, what will you pay if you're wrong". But I approve of this.

If I was wrong, I'd pay you in cup ramen. I got tons.


I feel like the Ranger's "Powerful Snares" lets you set bigger traps.

Liberty's Edge

Corvo Spiritwind wrote:
I need a link, this reference is beyond me.

Linked.


Deadmanwalking wrote:
Corvo Spiritwind wrote:
I need a link, this reference is beyond me.
Linked.

Thank you undead dad.


Captain Morgan wrote:

One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.

I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.

So, I know a friend of mine who's 100% going to want to go Snare specialist, and I have to ask, how did he get the minion and boss to fall for it? I mean, if you just set up a trap right in front of them it wouldn't work.


Corwin Icewolf wrote:
Captain Morgan wrote:

One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.

I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.

So, I know a friend of mine who's 100% going to want to go Snare specialist, and I have to ask, how did he get the minion and boss to fall for it? I mean, if you just set up a trap right in front of them it wouldn't work.

What if they scout during exploration, setup the trap and some bait?

I don't think anyone expects a snare to be set up in front of them, it's not WoW Hunters after all.


Easiest would be to sneak into the enemy area. Set them in front of tents. then set them aflame.
Or trap the door you know the enemies are hiding in.

Trap up when you go to bed in case of attack. Trap up the entrence of the cave, then set a fire and waft th smoke into the tunnels. They'll come out (ideally at your entry but watch your back).

Use hide/stealth in combat and fast create them (with the later feats)


Was thinking of taking Snare Specialist on my Ranger with the idea of tossing out a trap early in a fight even right in front of an enemy. Then later if I crit with my Halberd I could just move the guy onto the trap, would this work? (5th level Ranger target is Hunted Prey)


Corwin Icewolf wrote:
Captain Morgan wrote:

One of my players just got Snare Specialist. At level 8, a Striking Snare is pretty OP if you create an opportunity to use it. He one-shotted a minion with one and did 88 damage to the boss with the other.

I've got another player who is level 11, which is a little awkward because the snare levels go from 8 to 12.

So, I know a friend of mine who's 100% going to want to go Snare specialist, and I have to ask, how did he get the minion and boss to fall for it? I mean, if you just set up a trap right in front of them it wouldn't work.

Basically what others have said. Boss was probably a little strong to describe this enemy, but the party came up with a clever ruse to draw one of the lieutenants out of his workshop and placed snares between them and said lieutenant. The lieutenant's first round involved drawing his weapon, moving to the door, and opening it for his pets to go through, who immediately rushed up the stairs and out of sight. One got killed by the first snare, and the other got focus fired by the party, leaving the ranger a full round to plant the second snare in the lieutenant's path before he rounded the corner.

You need to be clever and sneaky to make snares work. They are not a good fit for folks who just want to kick every door down.


Isn't the max damage on a Striking Snare 72?

Were you fighting someone with weakness piercing 20 or something?


Squiggit wrote:

Isn't the max damage on a Striking Snare 72?

Were you fighting someone with weakness piercing 20 or something?

It is a basic save on it and baddy critically failed.


That is super tasty.

I hope they expand for a ranged trap use. 3 actions with like a 20ft increment or something.


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The OP's title is meant to be a joke but between the crafting time, placement rules and overall cost, Snare Crafting is a legitimately terrible feat.


I want to make a snare specialist ranger who combines Powerful Snares with that other feat that lets you set snares as a single action and crabwalk my way down a hallway, laying arrow traps as I go.

"Come get me. I dare you. I double-dog dare you."


Haha awesome. Even more enjoyable for a stealth scouter to toss traps all over the place.
Shame poison weapon makes poisons degrade so fast or that would be a ton of fun. Though if it does single action you could probably apply contact poison.

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