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 About Aevry BalindorAasimars live much longer than humans, and as such watch history pass by while members of shorter lived races wither and die. Aevry's long life has given him a unique perspective of religion in Talingarde. He was devoted to Asmodeus back when a multitude of temples flourished, and since the rise of Mitra he has posed as part of the order of St. Macarius. Aevry was orphaned when his mother died in childbirth, some say that was when the darkness first touched his soul. His human brothers and sisters were sent with him to an orphanage run by Mitra. His siblings blamed Aevry for the death of his mother and their father's resulting suicide. All save one older sister, Deidre, disowned him claiming he had different parentage as his flaming hair marked him apart from the humans. Growing up Aevry, was sent from school to school of the different religious orders for asking difficult questions and receiving more than his share of blame when scuffles broke out in the dormitories as being part-celestial he 'should be better than this'. His flaming hair marking him apart from the humans he was raised with. His teachers always expected more out of him given his celestial lineage. Where his fellow would be praised for a clever answer, his teachers merely nodded in acceptance. instead of encouraging him to push even further this lend to a sense of superiority and frustration with the humans surrounding him. The more Aevry spent time with longer lived races such as the Elves and Dwarfs in towns, the more he was convinced of humanity's inferiority. All throughout this, Aevry prayed to each deity and saint as he grew up, begging for a sign or contact from his real father. The silence from above wore on him and when he was 30 he joined the church of Asmodeus. It was the temptation of knowledge, that through this church he could wrest the answers he longed for. The priests promised him answers in time should he serve well and faithfully. For 50 years he served as an acolyte and minor priest, spending hours in libraries trying to track down clues about his ancestry. His distinctive fiery hair made him easy to recognize when his duties with the church intersected with public life and he became an minor spokesperson for the faith around town. With the rise of Mitra nigh, all public priests of Asmodeus were forced to convert or flee. Aevry chose to 'convert' while privately maintaining his faith. While traveling with the monks he took every opportunity to give aid to underground churches still practicing and foment rebellion and dissent against the human nobles who banned his church and stood in the way of the knowledge he sought. He used his talents with language to write coded letters to keep these groups in touch. Using slanted works and mild but palatable lies to keep the fires of unrest hot. This is where Aevry's pride caught up to him. The cypher he used and coded messages were kept in a hollowed-out prayer book of Mitra. After reading the latest correspondence about a town hall being set alight under his order in the Heartlands, he got up to fetch a bottle of wine to celebrate,leaving his book behind. Another of his 'brethren' of St.Macarius picked up the prayer book while tidying their camp and found the letters inside. Before Aevry took the first sip of his wine, he found himself was surrounded by guards and taken for questioning. None of his clever lies and deceptions could save him from the inquisition. So now he awaits the axeman in Branderscar Prison for sedition. Racial Traits:  +2 Wisdom, +2 Charisma Native Outsider Medium: Medium Creature No Size Bonuses Or Penalties Normal Speed: Base Speed of 30' Darkvision: See in the dark up to 60' Truespeaker: +2 Bonus On Linguistics and Sense Motive checks. Learn Two Languages each time a rank is gained in Linguistics. Replaces Skilled. Spell Like Ability: Daylight 1/Day CL:2nd Celestial Resistance: Acid Resist 5, Cold Resist 5, Electricity Resist 5 Favored Class: Cleric +1 Skill Point/Level Background Traits:  Sacred Conduit: +1 To DC when channeling energy.
 Crime: Sedition-+1 On Bluff Checks and Leadership Score Class Abilities:  Favored Class: Cleric +1HP Times Taken:(0), +1 Skill Point Times Taken:(2)
 Hit Dice:d8 Skills Per Level:4+2+Int Modifier(1)=7 (8 With favored Class Bonus) Base Attack Bonus:+1 Base Saves: Fort Save:+3 Ref Save:+3 Will Save:+3 Weapons and Armor Proficiency: Simple Weapons, Monk Weapons, Light Armor, Medium Armor, Shields. Aura (Lawful, Evil) Chanel Energy 1d6 Domains: Trickery and Ash(Fire Subdomain) Orisons Bonus Feat (monk) x2 Evasion Unholy Command Flurry Of Blows Unarmed Strike AC Bonus, Unarmed Damage 1d6 Trained Skills:  Bluff 2(Rank)+3(Cha)+3(Class)+1(Trait)+2(Feat)=11 Diplomacy 1(Rank)+3 (Cha)+3 (Class)=7 Disguise 2(Rank)+3(Cha)+3(Class)+2(Feat)=10 Escape Artist 1(Rank)+2(Dex)+3(Class)=6 Heal 1(Rank)+3 (Wis)+3(Class)=7 Intimidate 1(Rank)+3 (Cha)+ 1(Class)=7 Knowledge (history) 1(Rank)+1(Int)+3(Class)=5 Knowledge (planes) 1(Rank)+1(Int)+3(Class)=5 Knowledge (religion) 1(Rank)+1(Int)+3(Class)=5 Linguistics 2(Rank)+1(Int)+3(Class)+2(Racial)=8 Perception 1(Rank)+3 (Wis)+3 (Class)=7 Sense Motive 1(Rank)+3(Wis)+3(Class)+2(Racial)=9 Stealth 1(Rank)+2(Dex)+3 (Class)=6 Feats:  Class: Improved Unarmed Strike
 Class:Scorpion Strike 1st: Domain Strike Fire(Ash) 2nd (Class): Dodge Bonus Non-Combat:Deceitful Combat Stats:  Max HP:9Current HP:9
 Initiative Bonus:+2(Dex)+0(Misc)=+2 Saves: Fort:+3(Base)+1(Con)+0(Misc)=+4 Reflex:+3(Base)+2(Dex)+0(Misc)=+5 Will:+3(Base)+3(Wis)+0(Misc)=+6 AC: 10+2(Dex)+0(Armor)+0(Shield)+3(Misc)+1 (Dodge)=16 Touch AC: 10+4(Dex)+3(Misc)+1 (Dodge)=16 Flat Footed AC: 10+0(Armor)+0(Shield)+0(Misc)=10 CMB: +1(BAB)+2(Str)+0(Misc)=+3 CMD: 10+1(BAB)+2(Str)+2(Dex)+3(Wis)+1 (Dodge)=+19 Energy Resistance: 5 Acid, 5 Cold, 5 Electricity Spells Per Day: O-4 1st-D+2+1Bonus=3 Channel Energy Per Day: 1d6 6/Day DC 15 (10+0(1/2 Level)+3(Cha)+1(Trait) Domain-Fire(Ash):Fire Bolt (Sp) 6/Day 1d6+1 Fire Damage. Ranged Touch within 30' Domain-Trickery:Copycat (Sp) Move Action to create an illusory double. 6/day Duration, 2 rounds Unholy Command:(Su) 2/Day, DC 14 Will Save Villain Points:2 Prepared Spells:   0-Level:
 Detect Magic Create Water Guidance Spark 1st Level: (Domain) Disguise Self Cure Light Wounds Comprehend Languages Divine Favor Attacks/Combat Actions:  Standard Action-Unarmed Strike: +3 To hit/1d6+2 damage/x2 Crit/B Special: Also DC13 Fort save or speed is reduced to 5' for 3 rounds.
 Full Attack Action-Flurry-Unarmed Strike: +2/+2 To hit/1d6+2 damage/x2 Crit/B Note: After any successful unarmed strike, spend a swift action to apply Fire Bolt damage to target. (1d6+1 Fire) Before an Unarmed Strike Can Designate It For Unholy command: 2/Day, DC 14 Will Save Current Modifiers/Active Effects:  None Equipment:  Unholy Symbol of Asmodeus, Quarterstaff, Alchemy Lab, peasant clothes, guard uniform, Braizer and Forsaken Brands Wealth:  None EXP/Accomplishments:  Convicted Criminal
 Escaped Brandescar Servant of Cardinal Thorne Level 2 Current Status For GM Blood:  HP 15/15 AC 16 Status-OK Effects- Daylight SLA 1/day Used - [0] Channel Energy (Negative) 6/day Used - [0] Fire Bolt 6/day Used - [0] Copycat 6/day Used - [0] Unholy Command 2/day Used - [0] Prepared Spells: 0-Detect Magic, Create Water, Guidance, Spark 1st- (Domain) Burning Hands - Cast [N] Cure Light Wounds - Cast [N] Comprehend Languages - Cast [N] Divine Favor - Cast [N] Short Status For GM Blood:   HPs 15/15 AC 16 FF 10 T 16 CMD 19 Fort +4, Ref +5, Will +6 Init +2 Per +7 | 
 
	
 
     
     
    