Once triggered, a nature's snare cannot be reset (though the subversive can rebuild it with new ingredients).

Unless sprung, a nature's snare remains active for a number of days equal to the subversive's level in this class. A subversive may build a nature's snare twice per day at 3rd level, three times per day at 5 th level, four times per day at 7th level and five times per day at 9th level.

Following are the nature's snares that the subversive learns. The DC of the Survival and Craft (trapmaking) checks appear in parentheses.

Terror Trap (DC 20): At 3rd level, the subversive can fashion a magical snare that instills fear in any creature (other than an animal or magical beast). An almost imperceptible blue mist rises from the terror trap when a creature steps upon the rigged 5-foot square area, and dissipates almost instantly. A creature in that 5-foot square becomes frightened for 1d4 rounds, after which time he is shaken (-2 penalty on attack rolls, saving throws, ability checks and skill checks) for 1 hour. A Will save negates this effect.

Acidic Trap (DC 25): At 6th level, the subversive learns to build another type of nature's snare. This trap spits a burst of acid upon the creature triggering it (by kicking a tripwire, which can be up to 20 feet long), dealing 1d6 points of acid damage per subversive level. A Reflex save halves the damage. The specially-treated

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