The Price of Prophecy (Production)
Pathfinder Second Edition

Player syndication

Snapshot · Nov 14, 2026, 6:33 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
        • handoutNew Macridi — Magical Services
      • folderGuides
        • handoutLevel 1-2 Treasure Menu
        • handoutLevel 2–3 Treasure Menu
      • folderTreasures
        • itemBrassbound Hero’s Mark
        • itemAmberglass Reagent Case
        • itemLantern of Last Echoes
        • itemThuld’s Pattern Awl
      • folderItems
        • itemAlchemical Reagent Bundle
        • itemCedar Court Amber
      • folderImages
        • imageGolden Hand Seal
        • imageThe Quiet Current Seal
      • folderMaps
        • mapDruma WikiPath
        • mapOld Macridi
        • mapMacridi Area
        • mapKerse
        • mapNew Macridi
        • mapNew Macridi (blocks color)
        • mapPetitioner's Port
        • mapMudjaw Beach sketch
      • folderPages
        • pageThe Price of Prophecy - PC Guide
        • pagePlayer Reference - Lores
      • folderMonsters
        • monster blockBarrow Clay Sentinel
        • monster blockInfernal Rootling
        • monster blockInfernal Thornling
      • folderArticles
        • articleDesolation Blade Mounds
      • folderPDFs
        • pdfDruma_and_Northern_Shining_Kingdoms_Player_Reference
      • folderRecaps
        • narrativeStart to 10/28
    • Checklists
      • checklistKarland's Sawmill — Contract
      • checklistTakeaways from Karland's Sawmill
    • Shops
      • shopApothecary Alchemical Supplies
      • shopFanciful Inquiries — Shop Menu
      • shopTallow's Odds and Ends
    • 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
          • handoutOld Macridi — Spellcasting Services
          • encounterE2Fanciful Inquiries
            • shopFanciful Inquiries — Shop Menu
          • encounterE3The Gilded Ledger Tavern
            • handoutRecover the Boles
          • encounterE5Sanctitude Saunas
            • articleThe Empty Private Chamber
          • encounterE6The Iron-Root Apothecary
            • treasureIron-Root Apothecary — Alchemist Supplies
            • shopApothecary Alchemical Supplies
          • encounterE8The Veridical Scriptorium
            • handoutTakeaways from Veridical Scriptorium
            • imageGolden Hand Stamp
          • encounterE9The Watchmaker's Loft
            • treasureWatchmen's Loft List
        • sceneS3The Darkwood at Mudjaw Reach
          • encounterE1Getting the Darkwood
            • articleMudjaw Beach Field Reconnaissance
            • mapMudjaw Beach
        • sceneS4The North Road
          • mapNorth Road - Sketch
        • sceneS6Reiver's Right
          • encounterE4Foreman's Hall / Camp Hall
            • letterForeman Hendrick's Log Book
          • mapReiver's Right Sketch (Unmarked)
          • shopTallow's Odds and Ends
          • encounterE15Watchtower
            • letterFound Letter
          • subsceneSS1E18 - The Lower Works
            • encounterE1Concealed Entrance
              • treasureLower Works Shift Key
            • encounterE6Western Excavation
              • treasureMacridi Blade Survey Token
              • treasureThe Barrow Reliquary
            • encounterE8Workers' Quarters
              • treasureLower Works Crew Roster
              • treasureDerrin Hale Freight Chit
              • treasureWorkers' Lockbox
        • sceneS7Epilogue to Reiver's Right
          • treasureConsolidated Treasure Menu - Lv1 - 2
      • actA2Kerse
        • articleKerse Downtime — Level 2 to Level 3 (Act 2)
        • handoutDruma — Dwarven Rivercraft
    • 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
      • mailA Note from Iron-Root Apothecary
      • mailReiver’s Right — Halven Dorr Missing
      • mailMaps of New Macridi and Kerse compliments of Darno Karland
      • mailA Piece of Timber I Need Back
      • mailA Small Matter at Reiver's Right
      • mailRegarding the Blackjacket Scout
    • PCs
      • pcUlysses
        • pageStat Block
      • pcBashi Dai
      • pcSkye Flamebelch
        • pageStat Block

Stat Block

Ulysses Character 2

Human Versatile Human Guard Exemplar

Perception +4

Languages Dwarven

Skills Acrobatics +1, Arcana +0, Athletics +8, Crafting +0, Deception +3, Diplomacy +7, Intimidation +7, Medicine +0, Nature +0, Occultism +0, Performance +9, Religion +4, Society +0, Stealth -1, Survival +0, Thievery +1, Warfare Lore +4

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

Items Adventurer's Pack, Bastard Sword, Chain Mail, Fist, Sling, Steel Shield

AC 19; Fort. +7, Ref. +5, Will +6

HP 30 / 30

FLEET

(general feat)

You move more quickly on foot. Your Speed increases by 5 feet.

GENERAL TRAINING

(ancestry feat)

Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.

ENERGIZED SPARK

(ancestry feat)

The energy of your spirit manifests as crackling lightning, the chill of winter, or the power of an element. Choose one of the following traits: air (slashing), cold, earth (bludgeoning), electricity, fire, metal (slashing), poison, sonic, vitality, void, water (bludgeoning), or wood (piercing). You can choose for any spirit damage dealt by your exemplar abilities to instead gain the trait and deal the corresponding damage type.

THOUSAND-LEAGUE SANDALS

(class feat)


Usage worn shoes * * * Threadbare but trustworthy, your sandals have carried you this far, and they’ll carry you much further still.
Immanence Your sandals ease your travels on the path ahead, granting you a +10-foot status bonus to your Speed.
Transcendence—Marathon Dash ◆ (transcendence) Your feet carry you so quickly they leave a slipstream that speeds your allies on. You Stride. Each ally within 10 feet of you at the start of your movement can Stride as a reaction.

MIRRORED AEGIS

(class feat)


Usage any shield * * * This shield is polished so brightly it can reflect even spiritual and ethereal attacks.
Immanence (aura) The mirrored aegis emits an aura in a 15-foot emanation that protects you and all allies in the aura from harm, granting a +1 status bonus to AC. If the mirrored aegis houses your divine spark for 10 uninterrupted minutes, it is restored to full Hit Points.
Transcendence—Raise the Walls ◆ (force, transcendence) You Raise the mirrored aegis, which summons ethereal shields that surround you and one ally of your choice within 15 feet in a tortoise shield formation. You and the ally gain a +1 status bonus to AC, Reflex saves, and any save against a force, spirit, vitality, or void effect for 1 minute.

BARROW'S EDGE

(class feat)


Usage melee weapon that deals slashing or piercing damage * * * This blade subtly rattles in its scabbard, as if it wants to be unsheathed so it can consume violence.
Immanence The barrow’s edge deals 1 additional spirit damage per weapon damage die to a creature it Strikes. If the creature is below half its maximum Hit Points, the weapon deals 3 additional spirit damage per weapon damage dice instead. Barrow’s edge rattles more strongly when an enemy below half its maximum Hit Points is within the weapon’s reach to let you know a foe is verging closer to death.
Transcendence—Drink of my Foes ◆ (healing, transcendence, vitality)
Requirements Your last action was a successful Strike with the barrow’s edge;
Effect Your blade glows as it absorbs your foe’s vitality. You regain Hit Points equal to half the damage dealt.

INCREDIBLE INITIATIVE

(ancestry feat)

You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

FAN DANCER DEDICATION

(class feat)

You sweep across the battlefield, manifesting both the gentle spring breeze and the crisp autumn gusts. You become an expert in Performance. At 7th level you become a master in Performance, and at 15th level, you become legendary in Performance. Whenever you Feint while holding a fan, you can give your Feint the air trait. If you do, you can Stride 10 feet before or after as part of the same action.

TITAN WRESTLER

(class feat)

You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you're legendary in Athletics.

VERSATILE HUMAN

Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites.

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Read-only syndicated snapshot · Player syndication · Syndicated Nov 14, 2026, 6:33 PM. Content updates when the author syndicates again in Adventure Maker.

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