Note Skilled hunters and trappers are adept at fashioning effective, if simple, traps from humble materials. A wilderness trap has an associated terrain wherein the raw materials for the trap are commonplace. Within these associated terrains, the base cost of each trap is calculated in sp rather than gp. When in a trap’s associated terrain, instead of paying 1/3 the item’s price in raw materials, the trap maker can attempt a Survival check against the Craft DC of the trap. If the check is successful, the trap maker finds the necessary materials in the wild after 1d4 hours of foraging and can attempt a Craft (traps) check to build the trap, which takes another 1d4 hours. However, traps built with such crude materials don’t last long without maintenance; they have a cumulative 1% chance to break for every hour they go without being tightened and reset (which requires 10 minutes of effort).
At the GM’s discretion, other non-magical mechanical traps may be considered to have associated terrains and use the wilderness trap construction rules.
Trigger location; Reset manual; Associated Terrain jungles
Effect Atk +6 melee, targets are hit by a net (as the exotic ranged weapon). The net lifts the targets 10 feet off the ground, and the trailing rope is controlled by the trap (with a +5 Strength bonus); multiple targets (all targets in a 10-ft.-square area)
Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.