Hext� Thrathel


One of the People of the Winding Wood, Walker of the Forest Way
Green elf male 28th-level ranger/31st-level cleric of Mielikki

Armor Class: -10
Movement: 12
Hit Points: 405
THAC0: -7 (-15 w/vorpal, -11 w/mace of undead slaying)
No. of Attacks: 2 or 4 (w/two weapons)
Damage/AT: 1d8+12 (vorpal), 1d6+8 (mace of undead slaying)
Alignment: Chaotic good

STR 19, DEX 22, CON 23, INT 17, WIS 24, CHR 22, COM 18

Priest Abilities: In forested areas he may cast a variant of the 1st-level priest spell analyze balance at will. This variant works on characters, creatures, objects, or on part of the forest itself. If used on people, creatures, or objects, it functions just as the normal spell. When used on a part of the forest, this ability allows a Mielikkian priest to detect if the ecology of the forested area is seriously disrupted.

Spells (13/13/13/12/12/11/8 as cleric, 3/3/3 as ranger): As a ranger and cleric of Mielikki, Hext� has access to the major spheres of all, astral, chaos, charm, combat, creation, divination, guardian, healing, necromantic, protection, summoning, sun and wards, and the minor spheres of animal, elemental, plant, time, travelers, and war. The typical arsenal of divine power Hext� usually has at his disposal are: 1st-bless, command, create water, cure light wounds (x2), detect magic, entangle, locate animals or plants, protection from evil, sanctuary, sunscorch, withdraw, 2nd-augury, banish blight, chaos ward, charm person or mammal, cure moderate wounds, flame blade, hold person, restore strength, scent of blood, silence 15' radius, stalk, water breathing, wood sword, 3rd-continual light, create campsite, cure disease, cure harmful wounds, detect spirits, dictate, dispel magic, locate object, protection from fire, stone shape, summon animal spirit, remove curse, repair injury, 4th-abjure, cure serious wounds (x2), divination, fire purge, free action, neutralize poison (x2), recitation, starfall, tongues, unfailing endurance, 5th-column of earth, commune, commune with nature, cure critical wounds, dispel evil, frost smite, plane shift, rock form, true seeing, undead ward, wall of earth, wall of ice, 6th-aerial servant, antianimal shell, blade barrier, entropy shield, find the path, heal (x2), heroes' feast, Sol's searing orb, stone tell, word of recall, 7th-fantastic animal summoning, holy word, impervious sanctity of mind, regenerate, restoration, resurrection, sunray (x2).

Over the century and more that Hext� has been adventuring, he has successfully used a handful of rare or before unseen Quest spells, they are as follows: conjoin with nature, holy aura barrier, holy blast, holy sermon, and storm of the elements.

Weapons of Proficiency: Broad group blades, club, dagger (thrown), footman's mace (specialized), high bow (3 slots), long bow (specialized), short bow, single weapon style (x2), spear, staff, warhammer, two weapon style.

Nonweapon Proficiencies: Animal lore; blind-fighting; cooking; direction sense; endurance; healing; hunting; fishing; modern language (Common & Dwarven); native language (Elven); planar survival (Abyss, Beastlands, Seven Heavens & Nine Hells); reading/writing (Common, Dwarven & Espruar); religion (Faer�nian); set snares; spellcraft; survival (arctic, dessert, jungle, mountain, plains, swamp, underwater, Underdark, woodlands); swimming; tactics of magic; tracking (+9); undead lore; weather sense.

As a Mielikkian priest and ranger, Hext� gains the animal lore, cooking, direction sense, hunting, reading/writing (Espruar), religion (Faer�nian), set snares, survival (woodlands), swimming, and tracking proficiencies for free.

Equipment: Standard elven adventuring gear.

Magical Items: Green Dragon Scale Elven Plate Mail, the cloak of the living wood, the dragon bow of the elders, a mace of undead slaying +1/+2 vs. undead, a vorpal long sword +5, a short sword of quickness +1, a warhammer of returning +1, boots of striding and springing, a ring of superior regeneration +4.

Combat/Tactics: A ranger and cleric, Hext� can go toe-to-toe with many beings in the Realms and at the very least walk away; which is a lot to say with the variety of warriors in Faer�n. And on the divine front, his faith in the Lady of the Forests grants him much in the way of magics. Therefore he can accomplish almost anything with his magic, and typically only uses it for aid in communion, healing, seeking information and travel.

Hext�'s species enemy is dragons of evil alignment, especially green dragons, who he dislikes the most.

Allies/Companions: Sylva Thrathel, Talon, Mayna, Andor and numerous others; including rangers of all walks of life across the Realms entire.

Foes/Enemies: All enemies of the old Myth Drannor, and those of nature itself.

Appearance: Hext� stands 4' 10" and is largely muscled green elf from the Realms, weighing 179 pounds and bearing their cutomary greenish brown skin. His build is only comparable to that of a mountain dwarf. He has lived long, and had been weathered by time and the weather of vast locales across the multiverse, having lived in the Realms for 387 years. His hair is the shiniest silver, and is long and wind blown. Never in his life has he worn a cap, hat, or helm. In the lands of Faer�n, this silver mane has reached a legendary status. His eyes are the softest hazel, and despite the effects of almost middle age and centuries of outdoor living, they still convey a gleam of youth. He also has his cloak, which appears to be a thin bush growing off of his back.

Personality: Hext�'s is very emotional, to the point of agressiveness when protecting his friends and family, which often makes him rush in headlong when he should stay back and take in the whole picture before acting. His stance is one of ease, and gives the general conveyance of peace. Some unfortunate thugs have had the pleasure of realizing the true power of this warrior that lies beneath the gentle guise. Despite the ease in his stance, the youth in his eyes, and the weathering of his tattooed body, there is a great sense of boundless wisdom that seems to emanate from his very soul. His natural appearance puts all that see him at ease, and his demeanor is one of friendship and trust.

Experience (+10%): 13,745,686/13,606,471.

Experience For Next Level: 14,700,000/14,400,000.

Locales Frequented: All over the Realms, especially in Myth Drannor, where he has built a fortress among the ruins, in The Peoples' battle against the continuation of its fall.

History: Hext�'s history is long and complicated thus it has been separated to keep his entry more concise, to see the deeds done by this great ranger-priest of the Lady of the Woods go here: The history of Hext� Thrathel.

Motivations/Goals: To live and keep the people and the wilds living in harmony, and to secure the once greatest elven city in all the Realms, so it can once again achieve greatness.

Campaign Uses: A great guide, healer and doer of good, anywhere that he is needed or the will of Mielikki leads him, he can be found.


Talon (Peregrine falcon): Int 17; AC 5; MV 1, Fl 36 (B); HD 1-1; hp 7; THAC0 20; AT# 3; Dmg 1/1/1; SA dive at enemies +2 to hit; SD unlimitied ESP shared with Hext� (functions even across dimension and planes of existence); SZ S (3' wingspan); ML fearless (20); AL NG; XP 120.

Talon almost acts an animal companion or clerical familiar. He doesn't help spells or add hit points however, he is an ever-present scout, advisor, friend, courier, and, if need be, a fighter. The two are rarely ever apart, and often Sylva will get mad if he talks to Talon too much, because she cannot eavesdrop.

Talon is indeed a Peregrine Falcon, however, he is also more than that. Talon is actually Talon Silverwing, an avariel male from the Spine of the World. When he first met Hext�, he was a young lad, just learning how to walk like a mundane elf. The two of them actually fought several times, until it became apparent they had a similar mission in mind. Unfortunately, Talon perished in that mission. He was burned to ashes in a blaze of fire from a red dragon. However, Hext� prayed for his newfound friend's soul to be freed, and not suffer in the afterlife for a crime he committed some number of years ago.

In a matter of days, Hext� began to notice this falcon that had been following him. It never got close enough to let him touch it in any way. Until one day, in a particular battle, it swooped in and began harassing the creature that Hext� was fighting with the rest of the party. When all was said and done, Hext� lie, near death at the foot of a tree. Sylva was tending to him, but it was feared that Hext� would not survive. That same falcon kept coming by Hext�. Finally it perched on his wrist, and began to "scree". But that was the last Hext� had heard. As he drifted into the entrance to the after life, Talon was there, and cut him off, "It's not your time," he announced, and shoved Hext� back from death. Suddenly Hext� was back in his body, and he saw the falcon looking up dead into his eyes. In the back of his mind he heard Talon say, "Now get up, and get out of here. Do you want to live forever?" The two have been inseparable ever since.

For all intensive purposes, Talon is the reincarnation of the avariel that Hext� knew. Since his body was destroyed, he could not be resurrected, however, his soul was recreated in falcon form. As a result of Hext�'s return to life by nonmagical means, they communicate with an almost astral senseof empathy. None could explain it, Hext� has often been ordered out of the High Priest chambers for blasphemy when he asked about it. Until finally, on a tranquil night in the forest while alone, a vision of the unicorn, Mielikki herself, appeared to him and the phenomena was simply explained to him. The same way priests are granted powers on behalf of their deities, so too does he have the connection with Talon. It turns out that Mielikki noticed one of her higher priests in a funk as a result of the loss of a good friend. The Lady of the Woods also recognized the unfortunate death of a young, highly promising warrior. Thus, she sought out the rest of the Seldarine, and implored they reincarnate Talon. The Seldarine agreed, for one race of elf died for another, and Hext� was considered a very well regarded elf of his own standing. Therefore, Talon was reincarnated as a follower for Hext�, and they communicate through a joint connection to the afterlife. From this "death bond" they can never be separated mentally, and even brief commands and primative conversations can occur through this link.

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