| MarcusXDeadly |
Hello.
I've been looking into the snares provided by Snare Genius kobold feat.
The question is - after daily preparations, in what state snares exist and by what rules they abide?
All snare giving feats have same wording:
If the snare normally takes 1 minute to Craft, you can Craft it with 3 Interact actions instead.
*Each day during your daily preparations, you can prepare three snares from your formula book for quick deployment (increasing to four snares if you're a master in Crafting and five if you're legendary). Snares prepared in this way don't cost you any resources to Craft.* (<This part)
When a creature critically fails its saving throw against and takes damage from the initial effect of a snare you Crafted and deployed, that creature is off-guard until the end of its next turn.
Unlike alchemical items, crafted with advanced alchemy or quick alchemy, which states "These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.", "free" snares don't get such clarification.
I considered that RAW during daily preparations you *create* a number of snare items and put them in your inventory. I think there was a clarification in archtype that snares, prepared that was could not be sold, so they should have full weight and price of zero.
ANd you can stockpile such snares every day, during daily preparations.
Then, I asked people around and they pointed me to this rule:
A snare is built within a single 5-foot square. Only one snare can occupy a single 5-foot square at a time. Once constructed, it can't be moved without destroying (and often triggering) the snare.
*Snares usually last until they're triggered, though at the GM's discretion, certain snares might become inert after extended periods of time (such as months or years). Snares made for quick deployment, such as those from the Snarecrafter archetype, are less durable and become inert after 24 hours.*
You must have the Snare Crafting feat as well as be wielding or wearing a snare toolkit to create snares. You can spend 1 minute to Craft a snare by expending an amount of money equal to the snare's listed Price. This expenditure represents the use of raw materials that are included in your snare toolkit. 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. Despite having the consumable trait, you make only one snare when you spend the minute to Craft a snare.
So, people insisted that free snares RAW will last for 24 hours. I agree, that RAI it shouldn't work like I assumed in the first place, but I argued that the rule pointed to me explicitly regulates the time snare will be functional *AFTER* it is deployed with a crafting check. My point was, that it says that bear trap crafted or bought in market will stay armed until it rusts, and Rangers less durable bear trap will break after 24 hours of being deployed.
It resulted a long and heated conversation, and I kindly ask to clarify if I was right or wrong in thinking that context of the paragraph matters.
Then, I looked into forums history, reading bizzare topics about snares that seemingly were written before some errata clarified a lot of stuff, like placeing 4 snares in 1 tile.
In conclusion, after reading a number of threads, I think that *you can prepare x snares... Snares prepared in this way don't cost you any resources to Craft* equals collexting from surroundings materials for exact snares you listed in your daily preparations that reside in your "magical snaresetters kit", having no extra weight, but not existing as an item in inventory as well, since you don't "Craft" them to be deployed with a craft check later, you "prepare" them.
The question about supplies being changed each day if unused, or being stockpiled still kidna exists.
Please, if possible, point me to the written rules regulating this question.
Or maybe we should agree that free snares do need additional clarification in errata?
| MarcusXDeadly |
P.S.
If using rules of daily preparations to "prepared" snares:
Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.
They probably are an ability that can be used only a certain number of times per day? Not really clear.
| Ravingdork |
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Free daily usage snares granted by an ancestry, class ability, or feat last 24 hours after deployment in the field.
Any normal snares crafted and deployed in the traditional fashion last until the GM says they degrade, which could be weeks, months, or years later, as they see fit. In other words, they're considered permanent for most practical purposes.
Snares exist in a state of non-existence until deployed; they're just statless components, parts, and supplies that are included as part of your snare toolkit. This is true for both temporary snares and permanent snares.
I hope that helps answer some of your questions.
| Easl |
| 1 person marked this as a favorite. |
Free daily usage snares granted by an ancestry, class ability, or feat last 24 hours after deployment in the field.
I guess the question is, where does it say that?
Also, that's a somewhat unusual time limit. Most daily prep things last until the next daily prep, not a strict 24 hours. The difference mostly won't matter for active encounter use, but could definitely matter for snares placed around an encampment before you sleep. I would be surprised if the RAI was that a snare you placed at 2359 is supposed to last until 2359 next day. It would be more in keeping with PF2E daily prep items that it lasts until the next morning when everyone wakes up and does their daily prep, around 0800. At that point (typically), you gain a new set of daily consumables but lose any previous daily consumables. Which makes no physical sense at all but is a reasonable game rule to prevent stockpiling.
| NorrKnekten |
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For the snarecrafter, And all temporary items from archetypes, it's until daily prep unless otherwise stated.
Several archetypes allow you to prepare temporary items. Much like the infused items created by alchemists, these temporary items last only a short time before becoming useless. Examples include temporary scrolls created by the scroll trickster and temporary weapons, armor, or adventuring gear created by the scrounger.
Temporary items are clearly not up to the same quality as other items, so they typically can’t be sold. If an ability doesn’t list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn’t already (unless it’s a permanent effect).
But that doesn't cover other sources, But there was a PFS note stating that such items lasted for 24 hours or until daily preparations, Whichever came first.
| Ravingdork |
But that doesn't cover other sources, But there was a PFS note stating that such items lasted for 24 hours or until daily preparations, Whichever came first.
Thanks. That's likely where the confusion comes from.
| Finoan |
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Snares are notorious for having confusing and sometimes conflicting rules.
But for the time limit question:
If an ability doesn’t list how long a temporary item lasts, the item lasts until the next time you make your daily preparations.
I would also go with next daily preparations for the temporary no-cost snares. Whether they are deployed or still in component form.
| MarcusXDeadly |
For the snarecrafter, And all temporary items from archetypes, it's until daily prep unless otherwise stated.
Player Core 2 pg. 174 Archetypes/Temporary Items wrote:But that doesn't cover other sources, But there was a PFS note stating that such items lasted for 24 hours or until daily preparations, Whichever came first.Several archetypes allow you to prepare temporary items. Much like the infused items created by alchemists, these temporary items last only a short time before becoming useless. Examples include temporary scrolls created by the scroll trickster and temporary weapons, armor, or adventuring gear created by the scrounger.
Temporary items are clearly not up to the same quality as other items, so they typically can’t be sold. If an ability doesn’t list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn’t already (unless it’s a permanent effect).
Thanks that is exactly the written rules answer I've been looking for.