Member of the Rungs Against the Seven, Cartomancer Witch sugar baby to Shyka, the Many.

Changes from Adventures

Journey to the First World

See-Through Eyes

Traded Trinket, Bauble, and Charm his “eye color” which caused the iris of his eyes to become transparent. In exchange W_rm received the “Very Good Thimble” (fingertip not included) to keep.

Hunger & Thirst

Traded Trinket, Bauble, and Charm his eye color, and gained immunity to taste cravings (food/drink based compulsion) by giving away his memory of his favorite food.

  • Manifests as being completely unable to predict/manage hunger or thirst
    • Thirsty all the time, but can’t explain the phenomena
    • Losing weight, has to be told to eat/drink
    • Doesn’t care about drinking booze

Drawings from a Deck of Many Things

Drew three cards from a Deck of Many Things (Harrow Cards) with Bauble:

  • Talons: all magical items disappear
  • Fates: avoid any situation, once
  • Balance: become lawful neutral Used the Fates card to trade items with his past self, using Ally Across Time.
  • The lawful neutral change manifests in an obsession with the ordering of the “cosmic deck”
    • His Harrow Deck is always in the order he needs, no more shuffling
    • He’s pursuing research into topics that will give him insight into the ordering

Cursed on Nal Kashel

On Nal Kashel the malfunctioning Azlanti magic (and influence of the Aboleth?) cursed Worm: skin is clammy and moist and covered in a slimy mucous coating, oily sweat, dries out and cracks painfully unless submerged daily.

Stage 1: Skin becomes clammy and moist, with oily sweat Stage 2: Skin develops coating of slimy mucous (+2 on Escape Artists Check and CMD to resist grapple) Stage 3: Skin must be kept wet, or it cracks painfully (-2 penaly to Cha, must submerge yourself in water at least once per day, if skin dries out you are staggered until immersed in water

Uses the Saltspray Ring to prevent his skin from cracking. As a result of the constant dampness, he only wears the leather components of his wardrobe…

  • Leather pants
  • No shirt
  • Leather duster

Empyreal Powers

Gained Empyreal powers after defeating Bavlorna Blightstraw, then further unlocked powers after defeating the Crimson Chorus

Quote

You feel a surge of power flowing through you as Shyka extends their benevolent consciousness to you.

And it is clear to you that this power will distinguish you from mere mortal heroes from hence on. With untainted clarity you understand that you have been infused with the following abilities, to be used as you see fit, never to be taken away from you.

Hard to kill (Ex)

Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Empyreal Power (7/day)

You can call upon your empyreal power to overcome difficult challenges. You can expend one use of empyreal power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Can do this 3+(2 x Empyreal Level) times per day

Hit Point Gain

Your current and maximum HP increase by 3.

Wild Arcana (Ex)

As a standard action, you can expend one use of Empyreal Power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of “1 standard action” (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the Purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its to total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Empyreal Point Blank Shot (Ex)

+2 on attack and damage in Point Blank range

Empyreal Dispel (Su)

When using Dispel Magic as a targeted dispel, this spell can end two spells affecting the target instead of just one. If the targeted dispel successfully dispels at least one spell, you heal 1d4 points of damage for every spell level of the dispelled spell. If you dispel two spells, this healing applies only to the highest level spell dispelled. If you use this spell to counterspell, roll your dispel check twice and take the higher result.

Amazing Initiative

Bonus on initiative checks equal to your Empyreal tier (+2). In addition, as a free action on your turn, you can expend one use of empyreal power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Background

From google docs

Les Murphetti, Human Cartomancer

Worm

Personality/Appearance

  • Personality
    • Everything revolves around cards, card-games, fortune-telling
      • Card game references
      • Harrow fortune references
    • Weasely
      • Tries to pass off blame
      • Not afraid of hiding
      • Tries to take advantage or get benefit
    • Always tries to cheat or get an edge
      • Bluff, Sleight of Hand, Stealth
      • Stacks the deck
    • Divines his past from his harrow deck
      • Daily does a mini harrowing while preparing spells
      • Uses the harrowing to determine past/memories
      • (Memories provided by TIME PATRON, he believes these pasts)
    • Uncomfortable with his Varisian heritage
      • Has no kapenia and no true memories of his family heritage
  • Appearance
    • Late 20’s, early 30’s?
    • Unkempt hair sticking up
    • Seemingly permanent 5 o’clock shadow
    • Long sleeved leather coat, deep maroon
      • Stuff hidden up sleeves
      • Pockets in pockets in pockets
        • All different colors and patterns of cloth
      • Loud/Patterned shirt underneath
    • Harrow Deck
      • Strapped to his body, changes exactly where but always within reach
      • Card backs are sections of a kapenia
        • Complex loops and whorls
        • Various colors and combinations
        • (Could maybe be pieced together to form some sort of history)
      • Card backs sometimes change or transfer to different cards

Background Notes

  • Woke up years ago in the slums of Kaer Maga with no memories
    • Nothing to remind him of his past, but he still has his personality/habits
    • Only possessions are the clothes he’s wearing and a harrow deck
  • Discovered he owes a loan shark in Kaer Maga 25k gold
    • (Cost of True Resurrection)
    • Turns to fortune telling with his harrow deck
    • Fortune telling wasn’t lucrative enough
      • Started faking harrow readings, gambling, conning
    • Always building up and losing, never making any headway
  • Lost most of what he built up in a potion scheme
  • Had to flee Kaer Maga when the loan shark wouldn’t wait any longer
  • Stowed away on a ship headed to Sandpoint/ Magnimar
  • Discovered and thrown overboard near Sandpoint
  • Got lost on the short trek to Sandpoint
  • Been living in Sandpoint for around a year
    • Trying to keep a low profile
    • Trying to not fall back into gambling/scamming/etc
      • Afraid of getting on the radar of loan shark
      • (Failing mostly)
    • Making a living at harrowing/gambling
      • Harrowings are usually a performance or for show
        • (Not always, the deck seems to have a mind of its own sometimes)
      • Rarely plays a game straight up
      • Always on the radar of the town watch or bar bouncers
        • This started a rivalry with Skar
      • Trying to avoid getting involved with the Sczarni

Art

w_rm1 Worm gambling

w_rm2 Worm losing at gambling

Rumors

Some more details Worm has picked up since his arrival in Sandpoint: On the nights when he doesn’t make it past the bouncers in the more respectable taverns and gambling places in town (the Hagfish) where Skar is the bouncer, he ends up fleecing patrons at the Fatman’s Feedbag. Gressel Tenniwar, the tavern keeper there, doesn’t seem to care and even smirked once or twice during one of Worm’s “performances”. However, Worm has overheard folks murmuring that Gressel is not the true owner, but just a front.

During one of his lucky streaks, one of the other players who lost to him, glowered at him and said something under his breath, which sounded like “The Bunyip Club will get you soon enough, cheater.”