Crafting Snares with Downtime Limited to a Specific Square?


Rules Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If I spend downtime to Craft a snare at a discount, do I have to do so AT THE SQUARE it is being set up in? Say it takes me a week. Do I actually have to be near said square for the entire week!?

Or can I Craft the snare in my workshop, and then set it up at the desired location later?


Crafting Snares wrote:
A snare is built within a single 5-foot square. Once constructed, it can’t be moved without destroying (and often triggering) the snare.

Up front, I would say that you would have to craft the snare entirely within the space you want it to occupy. Doing what you suggest would be more in line with how a Snare Specialist Ranger or Kobold with Snare Genius would go about it, but that requires such a feat and probably shouldn't be allowed without it. After all, nothing would stop any snare crafter from just pre-crafting all of their snares and carrying them around.

Saying that, I wouldn't require the crafter to be in that exact spot for the entire downtime period. After all you are looking at multiple days or weeks for some of the more expensive snares. They would just have to be able to return to their chosen spot to put in their hours of work when they want to make progress on it.


You definitely cannot craft it then move it. Once crafted it's stuck in the space it was crafted (unless you have Snare Hopping and time to spare).

I don't even think you can craft a snare at a discount. The price list isn't for the price of a snare, it's for the price of the raw materials of a snare. (Dang it, I'm having a hard time finding the list online to verify/cite, but I believe we've had this discussion before.)

I find it simpler to think of Snares as abilities with a raw material cost rather than objects, as they seldom act like objects. Ex. you can't pass ones you've pre-made for the day to a friend, even if they too are superb w/ Snares.


Castilliano wrote:
I don't even think you can craft a snare at a discount. The price list isn't for the price of a snare, it's for the price of the raw materials of a snare. (Dang it, I'm having a hard time finding the list online to verify/cite, but I believe we've had this discussion before.)

Crafting Snares clearly states that you can craft snares using downtime to reduce the cost.

Crafting Snares wrote:

A snare is built within a single 5-foot square. Once constructed, it 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 listed Price. If you want to Craft a snare at a discount, you must spend downtime as described 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.


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beowulf99 wrote:
Castilliano wrote:
I don't even think you can craft a snare at a discount. The price list isn't for the price of a snare, it's for the price of the raw materials of a snare. (Dang it, I'm having a hard time finding the list online to verify/cite, but I believe we've had this discussion before.)

Crafting Snares clearly states that you can craft snares using downtime to reduce the cost.

Crafting Snares wrote:

A snare is built within a single 5-foot square. Once constructed, it 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 listed Price. If you want to Craft a snare at a discount, you must spend downtime as described 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.

Thank you. :-)

Explicit rules be explicit.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
beowulf99 wrote:
After all, nothing would stop any snare crafter from just pre-crafting all of their snares and carrying them around.

This strikes me as little more than semantics. Nothing is stopping that anyways.

Interpretation 1: I buy or craft the raw materials for my snares. Then assemble them in the field with a modified Craft action, taking 1 minute apiece.

Interpretation 2: I buy or Craft ready-to-go snares. Then set them up in the field, taking 1 minute apiece.

Literally nothing has changed in how it is mechanically handled, only in how it is described.


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Ravingdork wrote:
beowulf99 wrote:
After all, nothing would stop any snare crafter from just pre-crafting all of their snares and carrying them around.

This strikes me as little more than semantics. Nothing is stopping that anyways.

Interpretation 1: I buy or craft the raw materials for my snares. Then assemble them in the field with a modified Craft action, taking 1 minute apiece.

Interpretation 2: I buy or Craft ready-to-go snares. Then set them up in the field, taking 1 minute apiece.

Literally nothing has changed in how it is mechanically handled, only in how it is described.

The difference is that you can freely manipulate snare components while you are prohibited from freely manipulating a completed Snare.

To be honest, I wish snares were more flexible and treated like real items. Especially where some clearly reusable "irl" ones are concerned like Alarm or Biting snares. Instead, it is best to think of them as abilities like Castilliano recommends.

So when your character sets a snare, they aren't slapping down a pre-built version (unless you are a snare specialist or equivalent who specifically CAN do that), they are literally cobbling it together in place, making the components useless on their own in the process.

Why are they made useless? Because the rules tell us they are. Otherwise instead of noting multiple times that placed snares (no matter who placed said snare) are destroyed or cannot be moved or sold in their complete form, we would have rules telling us what sort of value we get out of a disabled or triggered snare. We do not have that.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
beowulf99 wrote:
Otherwise instead of noting multiple times that placed snares (no matter who placed said snare) are destroyed or cannot be moved or sold in their complete form, we would have rules telling us what sort of value we get out of a disabled or triggered snare.

Multiple times? I've only ever noted it in a single location. Where are all the others?


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Ravingdork wrote:
beowulf99 wrote:
Otherwise instead of noting multiple times that placed snares (no matter who placed said snare) are destroyed or cannot be moved or sold in their complete form, we would have rules telling us what sort of value we get out of a disabled or triggered snare.
Multiple times? I've only ever noted it in a single location. Where are all the others?

Snares ends with,"Unlike other items, found snares cannot be collected or sold in their complete form. Snares have the snare trait."

The first paragraph of Crafting Snares ends with, "Once constructed, it can’t be moved without destroying (and often triggering) the snare."

Triggering Snares just states that, "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."

There is not a single reference to anything being possible to do with a Snare other than destroying it aside from disable device which just renders the snare inert. It does not make them mobile.

Id even argue that the only ways that disable device even interacts with snares is to either trip it on a crit fail, essentially destroy it on a success, and disable it with the option to reset it on a crit.

Imo, even with your own snares, you would have to crit pass a disable device to temporarily disable it without destroying it. And even then you still can't move it, you can just reset it later if you want, in place.

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