Volmir of Magnimar

A heavily bearded oracle in a black robe.


Volmir is a wild-looking man in his late 30s, with long, matted black hair and a full grizzled beard. His face is almost as dirty as his full-plate armor, which appears to be pieced together from multiple sets, and his painted metal shield. He wears a long black robe of simple design and his face is smeared with white paint giving him vaguely skull-like appearance. Strapped to his chest is a long dagger with a heavy pommel, and a thick leather belt holds a conga drum over his shoulder.

lawful neutral male human oracle (juju) 10
init +1; senses clouded vision 60 ft, blindsense 30 ft, perception -1
hero point 1

xp 95,780


ac 17, touch 16, flat-footed 12 (armor +4, dex +1, def +1, nat +1)
hp 70
fort +10, ref +10, will +12
defensive abilities +4 to saves vs visual effects (gaze and illusions)
immune exhaustion/fatigue (1/day)


speed 30 ft.
melee masterwork dagger +10/+5 (1d4+2, 19-20/x2)
melee touch attack +9
ranged touch attack +8

known spells

  • orisons (a will, DC 16) – Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Light, Mage Hand, Mending, Read Magic
  • 1st level (8/day, DC 17) – Ant Haul, Charm Person (+2), Cure Light Wounds, Detect Charm, Doom (+2), Endure Elements, Ill Omen (+2), Inflict Light Wounds, Murderous Command (+3)
  • 2nd level (8/day, DC 18) – Cure Moderate Wounds, Gentle Repose (+2), Grace, Hold Person (+2), Oracle’s Burden (+2), Pilfering Hand, Share Language, Silence
  • 3rd level (8/day, DC 19) – Animate Dead (+2), Bestow Curse (+2), Blindness/Deafness (+2), Create Food and Water, Cure Serious Wounds, invisibility Purge, Speak with Dead (+2)
  • 4th level (6/day, DC 20) – Charm Monster (+2), Cure Critical Wounds, Freedom of Movement, Restoration, Spiritual Ally
  • 5th level (4/day, DC 21) – Create Undead (juju) (+2), Mass Cure Light Wounds, Raise Dead
  • metamagic – heighten (lvl 1-3, 3/day), piercing (lvl 1-3, 3/day), reach (any, at will)
  • wand of enervation – 12 charges
  • scroll of speak with dead

oracle revelations

  • false death – charm person, charm monster, and dominate person subjects look dead
  • natural divination (3/day) – +6 to a save, +10 to a skill, or +4 to initiative
  • undead servitude (9/day) – channel energy to control undead
  • spirit vessels – create 6hd per caster level, zombies have max HP


str 14, dex 12, con 12, int 10, wis 8, cha 23
base atk +7; cmb +9, cmd 20
feats reach spell, spell focus (necro), spell focus (ench), greater spell focus (ench), greater spell focus (necro), divine protection
core skills craft(paint) +6, diplomacy +19, knowledge(religion) +13, perform(percussion) +20, use magical device +19
languages aklo, common
sq heart of the fields, clouded vision, tongues (aklo)
traits divine artist, domineering (murderous command)

gear masterwork dagger, metamagic rod of piercing, metamagic rod of heighten, headband of charisma +2, ring of protection +1, amulet of natural armor +1, ring of sustenance, boots of the winterland, black onyx dust (1900gp), mw drum, needle and thread, mithril chain shirt, assorted pigments, 3992gp


Volmir never met his birth parents, yet he knew that he was adopted; the woman who raised him, a haggard hedge witch in the forest outside of Magnimar, was always quick to point out that he was no offspring of her loins. Despite her cold demeanor, the boy was always an eager assistant in her dealings with what she called the “wendo spirits”, healing or cursing locals when paid for her services.

On the eve of his 13th birthday, the witch gave him a true gift for the first and last time: stripped naked under a full moon, he stood as she covered his body in intricate patterns of paint and ash and introduced him to the wandering spirits as a true practitioner. Volmir knew better than to ask questions, but he truly had no idea what this meant for him.

The next day, the witch was gone.

Over twenty years later, Volmir still haunts Magnimar, offering his curses and cures to those willing to pay. Lately, his divinations have lead him to believe that something terrible is coming to his home… something that must be stopped at all costs, but he must find those willing to face this danger at his side.

undead statistics

  • animate dead
    • used hd: 12
    • max hd per casting: 20
    • max hd controlled: 60
  • command undead
    • used hd: 0
    • max hd per casting: 10
    • max hd controlled: 10

Barl Breakbones, Bloody Stone Giant Skeleton
neutral evil large undead
init +6; senses darkvision 60 ft.; perception +0


ac 18, touch 11, flat-footed 16 (+5 armor, +2 dex, +2 natural, –1 size)
hp 88; fast healing 6
fort +4, ref +6, will +8; channel resistance +4
dr 5/bludgeoning; immune cold, undead traits


speed 30 ft
melee mwk earthbreaker +18/+13 (3d6+13)
melee +1 ogre hook +19/+14 (2d8+13)
melee 2 claws +9 (1d6+6)


str 29, dex 15, con —, int —, wis 10, cha 14
base atk +9; cmb +19; cmd 21
feats improved initiative
gear hide armor +1, mwk earthbreaker


A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Volmir of Magnimar

Rise of the Runelords rodsparks00 mhanlon