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 About Maeglin StarcallerBackground:  Maeglin Starcaller was not meant for this. His mother was a respected poet. His father was a mighty ranger. They cared for both halves of Elven society, and they were much loved. Maeglin chose to follow in his father's footsteps, showing more of a talent for the sword than the pen. Decades of training followed, and though tragedy would rob Maeglin of much that he worked for in those years, he retained his awareness, his swiftness to act. Maeglin would gladly trade the arcane might he has gained to get back what he ended up losing. He had just turned forty. His father, now several hundred years old, was a member of Queen Edasseril's personal guard. He used his influence to get Maeglin a good position, captaining a ranger unit that patrolled the borders of Tanglebriar. What followed was utter calamity. Lysarius, a member of Maeglin's new unit, turned traitor. They would later learn that his mind had been broken by minions of Mokravud, and for years his actions were all directed by the vile glabrezu. Most of Maeglin's units were slain by cultists and demons, and the young Elf was captured. Maeglin fought valiantly, but suffered many wounds, seriously marring his face and body and causing him to lose consciousness. When he woke up, Maeglin found himself in a clearing in Tanglebriar, and he could do naught but scream in agony. He had been crucified, and the cultists had slit open the flesh of his arms, inserting vile instruments into his body. Even had Maeglin been a casual observer, he could not have begun to guess their purpose. At that moment, when despair began to truly set in, arrows sprouted in the necks of the cultists. A group of Elven warriors, led by Queen Edasseril herself, charged into the clearing. The battle was over in moments, the Elven ambush catching the minor demons and cultists completely off guard. Maeglin could not remain conscious, and the last thing he saw was his father's face, stricken with abject horror. Maeglin slipped into a coma and did not regain consciousness for several decades. When he did, he found his life forever altered. His body was ruined. Not only had the muscles in his arms become permanently damaged, taking away his ability to wield a sword with his previous skill, he had been physically altered, deformed by his tribulations. He looked nearly demonic himself. The Queen was there when he woke, as was Maeglin's father. They explained to him that after interrogating some surviving cultists, they had found out why he had been taken. The Starcallers had opposed Treerazer for many years, and his vile servant, Mokravud, had noticed. The cunning glabrezu had decided to play the long game. It would wait until there came a Starcaller with sufficient nascent magical energy, and it would take them. By means of a profane ritual, Mokravud's servants would turn this being into a conduit, a shell for a Balor to inhabit. Not only would that destroy a family that had long opposed Treerazer, it would win the nascent demon lord a powerful new ally. The ritual had begun, and Maeglin's body had started to change to accommodate the demon that would inhabit him. The Queen explained that they had worked their most powerful divination spells and ascertained that Maeglin's spirit was free of demonic taint. She also explained that at present, they did not have any spellcasters of sufficient power to reverse the physical harm that he had suffered. It would have been easy to turn to despair. Maeglin's promising career was in tatters, stolen by demonic machinations. Instead, he resolved to become a bramble to Treerazer's foot. Maeglin decided to harness the magical energy that made him an attractive target and shove it down Treerazer's throat. In a mere ten years, Maeglin acquired enough mastery of the mystic arts that he deemed himself ready to fight against the forces that scarred him. Maeglin's appearance was unnerving, but those who could see past that found a loyal, steadfast friend. Those were few in number, however, and so Maeglin spent much time traveling the Aiudara, visiting remote arcane libraries and learning what he could. He will not rest until the blight that is Treerazer has been cleansed from the land. Background Points:  5 Points: 1- Maeglin has dedicated himself to eradicating the threat of demons. 2- Maeglin is vulnerable to the lure of power for the greater good. 3- Maeglin is envious of unmarred Elves. 4- Maeglin views himself as broken, good only as a weapon against Treerazer 5- Maeglin sometimes wishes that he had been allowed to die 2 Goals:
 Secrets:
 People tied to Maeglin:
 Three Key Memories:
 Statistics:  Wizard 3 Lawful Neutral Elf Languages Common, Elven, Aklo, Celestial, Infernal, Abyssal, Sylvan Init +11; Perception +6 -------------------- Defense -------------------- AC 13, touch 12, Flat-footed 11 (+2 Dex, +1 Armor) hp 18 (3d6+6) Saves Fort +2, Ref +3, Will +4 -------------------- Offense -------------------- Speed 30 ft. Ranged Light Crossbow +2 (1d8/19-20x2) -------------------- 
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 Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
 Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Arcane Bond- Familiar- Greenwood Scorpion
 School Powers- Forewarned: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Diviner's Fortune: When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
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