Tar Rocket Snare

Level 415 gpConsumableBulk UncommonLegacy

You coat a small firework with a thick layer of resin and tar, so it sticks firmly onto a target. When a creature enters the square, the rocket launches at the creature and potentially sticks to it. You determine the direction the rocket faces when crafting the snare. The triggering creature must attempt a DC 20 reflex save.


Critical Success The creature is unaffected.

Success The creature is dealt a glancing blow by the rocket and becomes Off-Guard until the start of its next turn.

Failure The rocket's coating of tar and resin sticks to the creature, and it can't be shaken loose. The creature becomes off-guard for 1 round, and Clumsy 1 for 1 minute or until it Escapes (DC 20).

Critical Failure As failure, but the creature takes a direct hit. It takes 2d6 bludgeoning damage and is pushed 10 feet in the direction the rocket faces.

Traits

Consumable

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.

Mechanical

A hazard with this trait is a constructed physical object.

Snare

Traps typically made by rangers, snares follow special rules that allow them to be constructed quickly and used on the battlefield.

Trap

A hazard or item with this trait is constructed to hinder interlopers.