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QUESTION
I have a 7th-level kobold rogue with dozens of snares that he's crafted with his downtime over the course of his career. Since he was field commissioned prior to the rebuild, he had a lot of time to craft his snares at a discount.
When Player Core 1 released, I opted to rebuild him to the modern chasis to take advantage of changes to feats like Gang Up. Per the rebuild rules, I took the sell everything at full value option. I then bought everything back, still leaving me with a wagon load of snares.
I understand that I don't get to rebuild the character again with the release of Player Core 2, since I've already done that, but I do still need to update all the same name elements as though it were errata'd. That means his ancestry languages, ancestry feats, pretty much anything from the Advanced Player's Guide and Core Rulebook, and most of his snares.
My question is this: What should I do with the dozens of snares he has crafted and carried around all this time? The Remasterd snare rules say you spend your money as you set your snares in the field, so there really is no need for my little kobold to burden himself with carrying around dozens of prepared snares anymore. What, per the PFS rules and guidelines, should I do with them? Sell them off at full value and use the gold as a far more flexible pool of materials for my snares? Not all of the snares are from the Advanced Player's Guide either, and so do not fall under the rule of errata.
I'm guessing that's the case, but I wanted to double check because it seems like I'm going to end up with a lot more gold than expected for a PFS character of my level on account of his strange gaming history.
EDIT: Here's the aforementioned collection of snares, as it stands currently.
QTY x COST = SUM, SNARE
10 x 03 = 030, alarm
12 x 15 = 180, biting
02 x 03 = 006, caltrop
02 x 12 = 024, detonating gears
10 x 05 = 050, flare
10 x 03 = 030, hampering
10 x 03 = 030, marking
10 x 03 = 030, signaling
02 x 03 = 006, spike
04 x 09 = 036, torrent
04 x 15 = 060, warning
TOTAL VALUE: 482gp

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...what errata? The snare rules in PC2 are basically the same as the snare rules from the original CRB.
What errata? Are you kidding?
Setting up snares is now akin to Prescient Planner in that you simply deduct gold from your character sheet and set up any snare you have the formula for in the field.
No more buying the snare or components for a specific snare (depending on your GMs interpretation of the old rules) in advance. Now you will always have the perfect snare for the job, at least until you go broke.
And Snarecrafter allows you to use your class DC without the buy-in of a level 10 feat.
Though few people believed otherwise, it was finally put to bed once and for all that you cannot reclaim a snare, once set, under any circumstances.
Snares got majorly buffed in the remaster!
But also, what extra money? Crafting snares doesn't save you any more money over crafting anything else.
Crafting savings add up when you have nearly twice the downtime of anyone else and that's all you do for seven levels.
Then the Remaster happened, and there was a free rebuild which included an option to sell back everything you had at full value. In short all those discount savings and extra downtime I had invested in got turned into gold, putting me slightly above the curve.

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The snares you crafted are still usable in their old capacity- The rules explicitly mention the option to craft snares using the earn income rules. It's a tradeoff between flexibility and more effective use of your downtime.
Better to Earn Income and keep the snare flexibility.
I've seen many people argue until theyre blue in the face that Crafting a snare and setting up a snare in the field are the same thing and that, since you can't move a snare, you must spend all your downtime crafting it in the location the trap is to be set. You can't craft it at home, then prop it up in the field.
Sadly, the Remaster does not seem to have cleared up the language much in this regard.
I never bought into that interpretation in any event.