Fire-Douse Snare
You carefully pack rare, heat-absorbing powders into a specially prepared clay vessel, then bury the vessel in the ground up to its neck. When a creature enters the square, the vessel's neck shatters, dispersing the powders into the air. The powder instantly douses non-magical fires the size of a campfire or smaller within 10 feet of the snare. The creature triggering the snare must attempt a DC 20 reflex save to avoid getting powder in its face. A creature Blinded or Dazzled by the powder can use an Interact action to attempt a DC 10 flat check; on a success, it removes the condition. On a failure, it can try again, with a DC 5 flat check on the next Interact check. If it fails a second time, it automatically removes the condition with a third Interact action.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded until the end of its next turn and dazzled for 1 minute afterwards.
Critical Failure The creature is blinded for 1 minute and dazzled for 10 minutes afterwards.
Traits
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
A hazard with this trait is a constructed physical object.
Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.
A hazard or item with this trait is constructed to hinder interlopers.