Sooty
Level
As per Hamishes level calculator.
Overall: High
Warrior: Medium-High
Mage: Medium-High
Utility: Some
Specials: Medium
Description
A well tanned elf with a rugged but handsome appearance, he has been around the guild a number of years now and is known as a fire mage, though not overly skilled. He is known for having carried a number of old burn scars for many years, though they appear to have now been regenerated. He is usually seen when around the guild in simple grey robes, pottering around assisting in the healers quarters at the guild, seeing to injuries. When on adventure he now wears a silvery suit of armour, as well as an assortment of strange & familiar weapons. His cloaks tend to always be appear tattered and burnt for some reason.
Main play style
In Combat
In Combat Sooty will try to open with a few buff or debuff type spells, such as an Enhance Enchant, Ashen Barrier or Ashen Malevolence. After this he will head onto attack spells, tending towards AoE magic where practical. If there is time before a fight he may drop a wall or two, but doesn't employ much battlefield preparation as people don't like burnt ground.
Out of Combat
Sooty operates primarily as a buff mage out of combat, with Elemental protection, Defence spell, & Endurance Armour which along with his enhance enchant can last all or most of the day. He also works as the party healer.
Background & History
Joined Guild summer of 802.
Sooty's appearance at the guild was a bad start, turning up half dead at the gates with serious burns covering most of him. Hauled into the healers by some good Samaritain, as Sooty recovered he engaged in work, and eventually training at the guild, finally signing on at the start of the Summer of 802 as a member having completed his training in the Fire College.
A long off plane adventure shortly afterwards saw Sooty set up for what seemed like life with a large haul of treasure from off plane, enabling him to be more open to helping with things he felt like, rather than simply those that paid for him to live from month to month.
In the spring of 804, while helping escort a party of travellers across a series of planes, he discovered his original plane of origin Thar. No signs of life were spotted so he has no idea if he has kin still living on the plane, or where exactly on it he was from, as a mere 75 mile distance is known about, but he has now discovered home.
From there, he has taken an interest in the welfare of the travelers he escorted, as they are somewhat a potential tie to home, and has been involved in several trips around the planes on the route taken and their other linked planes while seeking to discover more about himself, and his origins.
Adventures
- 802: Summer The Court
- 802: Autumn Sea of Wizards
- 802: Spring Heretics of Milo
- 803: Autumn Rousted in Rastenburg
- 803: Spring The Lost Isle
- 804: Summer Path to Paradise
- 804: Spring The Great Library
- 806: Autumn Kidnappers will Rue the day
- 807: Summer Deserts, Dungeons & Dwarves
- 807: Spring A Dragon Hunting: Solo Adventure, no scribe notes per say as was more a camping trip.
- 808: Summer Search and Rescue
- 808: Winter Lessons in Enlightenment and Respect
- 809: Summer Bread and Circuses
- 809: Autumn Up The Garden Path
- 809: Winter Maid Service
- 809: Spring A Spring Wedding
- 810: Spring Sahuagin, Elves, and Merfolk. Oh My!
- 811: Summer SauRus's Curse Removal Quest
- 811: Winter Where Have All The Dragons Gone?
- 812: Autumn Who Let The Undead Out
- 812: Spring Invasion_Route_One_ends_in_a_Swamp,_please_explain.
- 813: Spring Darkness Falls
- 814: Winter The Cleansing of the Shire
Motivations
Sooty's primary motivation stems from his work as a healer, he enjoys fixing things. Though his version of fixing things isn't always the same as other people, and he often see's no need to meddle in affairs, instead to let them play out naturally.
He has no particular bias with regards to the powers of light or dark, seeing them all as part of the same coin, and will work with most of them to achieve what he believes is required, though always with caution due to experience. Those that deal only in death and decay are the only powers he is reluctant to work with, as little comes from them that is useful.
Skills
Professional Skills
- Healer: Sootys' primary profession when not training or out on adventure, Sooty is now working on his final mastery. He has worked as a lesser healer since he started adventuring, tending to simple wounds at the guild healers when not adventuring or training.
- Troubadour: While not a master of the arts, Sooty has learnt the coarser forms of entertainment more suited to country folk and taverns, in order to provide for himself while travelling long distance. He has also learnt some skill in the harp, originally from an enchanted harp he picked up, but has taken the skill beyond that the enchantment gave him, in case he ever has to perform at a court.
- Ranger: Acquired in an early adventure, Sooty has learnt the tricks of reading the lay of the land and how to wring sustenance from tortured souls in the hells, though difficult.
- Military Scientist: Currently skilled in Skirmish and Naval combat, Sooty intends to primarily specialize in Underwater and Aerial Tactics filling an area most take little interest in, and giving him additional skills he can contribute while at sea, though in ship to ship combat a fire mage can make for a potent addition.
- Healer: Sootys' primary profession when not training or out on adventure, Sooty is now working on his final mastery. He has worked as a lesser healer since he started adventuring, tending to simple wounds at the guild healers when not adventuring or training.
Weaponary
- Skilled
- :: Main Gauche, Elf Knife, Elf Blade, Elf Spear, Unarmed, Elf Shield, Elf Bow, Rapier
- Trained
- :: Tulwar, Broadsword, Quarterstaff, Shield
- Skilled
Artisan Skills
- Bricker: Sooty's trade at home prior to the accident which burnt it to the ground and gave Sooty his scars. He had barely completed his apprenticeship and hasn't particularly worked at taking it further, being at the mudbrick and straw level of skill.
- Cobbler: Acquired so he could mend his own boots, and resize any stolen pairs he might have to wear for whatever reason, but not intended as a major pursuit at present.
- Sailor: Recently learnt, to add to his Aquatic range of skills, Sooty is aiming to become accomplished at ship handling, sail mending and splicing for situations his fire magic and Naval Tactics knowledge isn't applicable.
- Bricker: Sooty's trade at home prior to the accident which burnt it to the ground and gave Sooty his scars. He had barely completed his apprenticeship and hasn't particularly worked at taking it further, being at the mudbrick and straw level of skill.
Languages
While not a linguist, as a traveler Sooty has attempted to learn the local languages, or at least something close enough he can ask for a hard boiled egg, of the places he has travelled to on multiple occasions.
- Highly Skilled
- :: Erehleine, (Literate to same skill); Sooty's native language.
- Capable
- :: Elvish (Literate), Common (Literate), Folksprach (Literate), Dwarvish (Literate), Arabiq (Literate), Silent Tongue
- Vague Understanding
- :: Reichspiel
- Highly Skilled
Adventuring Skills
- Climbing: Pretty practised, though obviously elves like trees, not cliffs.
- Horsemanship: A practised, though not natural rider, Sooty has mastered the art of casting from Horseback, but due to being a fire mage, doesn't overly favour horseriding.
- Flying: About as good as you can get naturally even for an elf, Sooty has some chance of surviving the odd reckless thing he does like flying between waterspouts and cliffs inside caves.
- Stealth: Moderately trained, Sooty may be able to sneak up on someone unsuspecting these days, though an alert guard is likely to be another story.
- Swimming: Perhaps unusually for most Fire Mages, Sooty has practised his swimming, while not an expert swimmer by any means, he is capable enough of swimming as long as conditions don't get too rough.
- Climbing: Pretty practised, though obviously elves like trees, not cliffs.
Magic
Following an incident involving an Ice Drake, and Traditional eating of brain, and drinking of Blood, Sooty's magic has become duller, no longer Fire, but the Ashy left overs. This has resulted in a less offensive college overall, though the damage it does cause is harder to stop being based on both Fire & Ice. This has also caused the loss of most of his unusual Fire magic.
Sooty can invest spells, and the main spells he has ranked that can be invested are noted below. Potionable spells are also listed though these require an alchemist to work with Sooty.
Primary Magics
- Thermal Control(12, Inv. Pot.); Resists Hot & Cold Climates.
- Ash Armour(20, Pot.); Absorbs 125 Damage from Elemental sources.
- Charcoal Shield(20, Inv); 42% Defence, Requires a Shield Prepared, allows extra General & Special counter-spell on Target.
- Ash Shroud(10, Pot.); Gives the Target 6 Endurance armour, non stacking normally.
- Weapon of Cinders(12): A weapon spell effective against elemental creatures, but less so against undead than most Fire mages. 12%/6DM, 12 DM vs Elementals. Can make a Rk 6 Weapon that can then be spelled
- Wildfires(14, Inv. Pot.): Transport when required, in some cases more reliable than flying as manoeuvring is easier. Does not expire when the target stops running. 48 miles/hr, 330 miles effective range (660 enhanced).
- Ward(16): Campsite security.
- Scourging Flame(10, Inv. Pot.): Heals Poison, and resists Agony type effects.
- Create Fire & Ash Portal(12); Somewhat limited Portal creation ritual. Requires activation via another spell once created. 325 Mile range. 2 Week Duration.
Unusual Stuff
- Quickness (12, Inv.): Sooty has learnt the spell of Quickness while off plane, though he prefers to not use it unless the situation looks demanding as he's unsure of how reliable it is.
- Quickness is currently not in effect due to the Gods meeting vote wanting to phase it out. Instead Enchanted Area is being trialled, that shares spells with all targets who accept them inside an area, with the target paying the fatigue cost.
- Enhance Enchant(15, Inv.): Gifted out of College Spell. As per normal E&E.
- Holy Light (15, Pot.): Learnt off plane, this spell gives 11 Drain resistance to Sooty and 6/5 to a small area around him (25' across).
- Illusionary Fire Animal (6): Like Illusionary Animal, but warmer. 370lb limit currently
- Major Fire Creation (9): Like Major Creation but uses a Fire as its main source. Up to 350lb objects, only need a sample of the original material, not the whole weight.
- Phoenix Wings (12): Wings Spell. Like Celestial Wings, 42 miles/hr, 250 miles effective range (500 enhanced)
- Quickness (12, Inv.): Sooty has learnt the spell of Quickness while off plane, though he prefers to not use it unless the situation looks demanding as he's unsure of how reliable it is.
Other Stuff
Major Items
- Elemental Lance: Formally of Milloo, this has been changed by the Pasifikan gods now. Now contains the spirits of a Fire & Air Shaman of Pascifika. Shape of Elven Spear. Full Air & Fire Upgrades.
- Stone of the Night: A small onyx, this stone causes a shadow that acts as night to surround sooty, magically limiting the light levels near him (50' radius) to a dim cloudy day.
- Amulet of Malchite: Slows undead near Sooty.
- Amulet of Jasper: Allows resisting of draining. Sooty now makes these, though his supply of components is limited.
- Sharkskin Bracers, +2 AP, +20 Defence, Non stacking but highest applies.
Major Oddities
- Elven Talents: The Elven Talents enhance Sootys' ability with Elven Weapons, giving some more tactical options and ignoring some protections.
- Drains Undead to heal self.