All About Aerei Nimbus
Aerei was, as a child, an inhabitant of a village of which name was lost to time. A powerful and profoundly mad necromancer named Nessus raided the village, capturing youths and razing everything else with his magic. The children he captured he infused with large amounts of magic, in hopes of turning them into thralls or at least magical batteries. The children did not survive the experiment, but Aerei, who shared a very distant ancestry with celestial beings, survived, awakening broad magic reserves and proficiency. About a week after the experiment, a group of powerful paladins stormed the wizard's stronghold and, after a long and dangerous fight, killed the necromancer. The paladins placed the child in a monastery, where, as he aged, quickly developed talent with magic, especially that of the Holy variety. When he reached around 13 years of age, Aerei was admitted into a paladin order where to use all types of weaponry and control his ever-growing magic. 3 years of training later, Nessus, who was resurrected via a dark ritual, found Aerei whom he had been searching for. Aerei fled with help from the paladins, but all the paladins and the monastery he grew up in were destroyed. Aerei swore an oath to destroy dark beings wherever it lurked, and put an end to the necromancer forever. He now wanders as a knight-errant.
PHYSICAL DESCRIPTION:
Hair: Blonde, jaw-length on sides and back.
Skin: Slightly Pale.
Eyes: Golden.
Height: 5'6"
Weight: 130lbs.
EQUIPMENT:
Rapier: A thin, elegant thrusting sword.
Common Tunic, Common Trousers, Cloak: A set of simple white clothing that offers protection from the elements and mobility.
Boots: Worn, trusty boots for walking long distances.
Overcoat: A heavy coat for cold temperatures.
POWERS:
Archcure: Break curses, cure diseases, and fix other temporary afflictions.
Conjure Food: Can summon about one meal worth of food.
Consecrate Weapon: Bless a weapon to deal extra holy damage for a time.
Cure: Eliminate a single curse, disease, or status affliction.
Heal: Restore an injured person's health.
Hunter's Instinct: Heighten the caster's senses.
Lesser Agility: Can move at heightened speeds.
Parvpora's Sight: Can see better in the dark.
Safe Passage: Teleport self or other to a safe distance nearby.
Strength: Increased physical strength.
Sunburst: Throw a holy ball of energy that can blind foes.
CARRIES: Leather(2).