The Price of Prophecy (Production)
Pathfinder Second Edition

Player syndication

Snapshot · Sep 25, 2026, 11:55 PM

  • The Price of Prophecy (Production)
    • Module artifacts
      • folderHandouts
        • handoutThe Palakar Forest & The Town of Macridi
        • handoutTar Taargadth
        • handoutOath of Everlasting Friendship
        • handoutNew Macridi
        • handoutThe Blight of 4719
      • folderItems
        • itemAlchemical Reagent Bundle
      • folderImages
        • imageGolden Hand Seal
      • folderMaps
        • mapDruma WikiPath
        • mapMacridi Area
        • mapNew Macridi (blocks)
      • folderPages
        • pageThe Price of Prophecy - PC Guide
      • folderPDFs
        • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
    • Acts
      • actA1Investigating Reiver's Right
        • sceneS1Briefing at Karland's Sawmill
          • handoutInvestigate Reiver's Right
          • encounterE1Meeting Danum Karland
            • imageBlighted Log
            • checklistTakeaways from Karland's Sawmill
          • checklistKarland's Sawmill — Contract
        • sceneS2Around Town Macridi
          • mapOld Macridi (Unmarked)
          • encounterE1Karland's Sawmill
          • encounterE2Fanciful Inquiries
            • sidebarBuying Maps
          • encounterE3The Gilded Ledger Tavern
            • handoutRecover the Boles
          • encounterE8The Veridical Scriptorium
            • handoutTakeaways from Veridical Scriptorium
            • imageGolden Hand Stamp
        • sceneS3The Darkwood at Mudjaw Reach
          • encounterE1Getting the Darkwood
            • mapMudjaw Beach sketch
            • articleMudjaw Beach Field Reconnaissance
            • mapMudjaw Beach
        • sceneS4The North Road
          • mapNorth Road - Sketch
        • sceneS6Reiver's Right
          • mapReiver's Right Sketch (Unmarked)
    • Reference
      • imageShining Lands 1
      • imageShining Lands 2
      • imageDruma
      • imagemacridi-2
      • imagemacridi-1
      • imageDruma, Profit and Prophecy
      • imageBlighted Fey - 1
      • imageBlighted Fey - 2
      • imageForest Blight
      • imageBlight
    • Inbox
      • mailFree Maps!
      • mailA Note from Iron-Root Apothecary
    • PCs
      • pcUlysses
        • pageStat Block
      • pcKota
        • pageStat Block
      • pcMalkus
        • pageStat Block
      • pcSkye Flamebelch
        • pageStat Block
      • pcDoku
        • pageStat Block

Stat Block

Doku Character 1

Kobold Venomtail Kobold Hired Killer Alchemist

Perception +4

Languages Draconic, Goblin, Dwarven, Elven

Skills Acrobatics +6, Arcana +7, Athletics +3, Crafting +7, Deception +3, Diplomacy +3, Intimidation +0, Medicine +4, Nature +4, Occultism +4, Performance +0, Religion +1, Society +4, Stealth +6, Survival +4, Thievery +6, Underworld Lore +7, Kobold Lore +7

Str +0, Dex +3, Con +1, Int +4, Wis +1, Cha +0

Items Adventurer's Pack, Alchemist's Toolkit, Blowgun, Blowgun Darts, Blowgun Darts, Dagger, Fist, Formula Book (Blank), Leaf Weave, Sling, Sling Bullets, Versatile Vial (Lesser)

AC 17; Fort. +6, Ref. +8, Will +4

HP 15 / 15

KOBOLD LORE

(ancestry feat)

You attentively learned key kobold survival strategies from your elders. You gain the trained proficiency rank in Stealth and Thievery. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Kobold Lore.

BLOWGUN POISONER

(class feat)

You can capably deliver toxins with a blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance. If you critically succeed at a blowgun Strike using a poisoned dart, the target’s initial save against the poison is one degree of success worse than the creature rolls; this is a misfortune effect. In addition, if you make a blowgun Strike while hidden or undetected, you don’t automatically become observed. Instead, immediately attempt a Stealth check against the Perception DC of the target. If you succeed, you don’t become observed, and are hidden (if you were undetected, you still become hidden rather than remaining undetected).

TOXICOLOGIST RESEARCH FIELD

(class feat)

You specialize in toxins and venoms of all types. Formulas Two common 1st-level alchemical poisons. Field Benefit You can Activate an injury poison as a single action, provided you apply it to a weapon you’re holding or a piece of ammunition on your person or loaded in a weapon you’re holding. This can be an item you’re holding or you can Interact to draw an eligible item or make one using Quick Alchemy as part of the single action; if you can make more than one item with Quick Alchemy (such as with the double brew class feature), you can still Activate only one. In addition, you flexibly mix acidic and poisonous alchemical compounds. Your infused items with the poison trait can affect creatures immune to poison. A creature takes acid damage instead of poison damage from such items if either the creature is immune to poison or that would be more detrimental to the creature (as determined by the GM). Field Vials Your versatile vials have the poison trait and deal poison damage instead of having the acid trait and dealing acid damage (though your field benefit still applies). You can apply the contents of a versatile vial to a weapon or piece of ammunition as an injury poison. Add the versatile vial's initial damage to the first successful Strike with that weapon or ammunition. The substance becomes inert at the end of your current turn. Field Discovery (5th) You have handled enough poisons to become inured to their effects. You gain poison resistance equal to half your level. Advanced Vials (11th) When you damage a creature with a versatile vial you’ve used as an injury poison, that creature takes persistent poison damage equal to the vial’s splash damage in addition to the initial damage. Greater Field Discovery (13th) When a creature fails its initial saving throw against an infused injury poison you created, the wound sprays poison onto another creature adjacent to it. The attacker who caused the injury chooses which creature, if there’s more than one, and can choose to forgo this effect. That creature is exposed to the poison. The second creature doesn’t spread the poison further.

VENOMTAIL KOBOLD

Thanks to the proximity of a venomous creature to your warren, you were born with a vestigial spur in your tail that secretes deadly venom. You gain the Tail Toxin action.

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Read-only syndicated snapshot · Player syndication · Syndicated Sep 25, 2026, 11:55 PM. Content updates when the author syndicates again in Adventure Maker.

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