Suncatcher Blooms (3-4)
HAZARD 4 +7 (trained)
Bright, iridescent blue petals sprout from the cerulean center of this flower.
DC 20 Survival (trained) to safely move thorugh the flowers without activating the pollen.
AC 21; Fort +10, Ref +10
HP 50 (BT 25); Immunities critical hits, precision; Weaknesses fire 10
Sedation (poison)
A creature moves into the flowers' space.
The pollen in the suncatcher blooms puffs out in a 5-foot burst. All creatures in the area must each attempt a DC 21 Fortitude save.
Critical Success The creature is unaffected and is immune to the effects of suncatcher bloom pollen for 24 hours.
Success The creature is Stupefied 1 for 1 minute.
Failure The creature is Stupefied 1 for 1 hour and immediately falls unconscious. They do not fall prone or release what they are holding, and they can still wake up normally with a successful Perception check. If they are still unconscious after 1 minute they wake up automatically.
Critical Failure Same as failure, except the creature wakes up automatically after 1 hour instead of after 1 minute.
Pathfinder Society Scenario #4-13: Within the PrairiesOGL