Character
Description and History Ambrosia has become a caring
and selfless woman (but it's taken tweny years of adventuring for this to happen). She
worships a strange and sometimes bizarre goddess, but sees herself as entirely committed
to the cause of her faith. Due to lapses in judgment and mistakes during her career,
Ambrosia feels that she must atone for her failures by wholeheartedly following Sharess.
She is always looking for new experiences and pursuits. Ambrosia
truly lives for the moment, and has the serenity that comes from freeing oneself of
worldly cares. She is not judgemental, and is very flirtatious.
Due to a misguided, but successful quest, Ambrosia and several other
Riders of Elvenflow have elven lifespans. She does not want this gift anymore, as her
marriage to Magnus
(an elven mage) is over. She feels that life is most appreciated when it is experienced at
normal human levels. However, she is quick to appreciate the benefits of appearing to be
barely out of her teens when she is in fact pushing 50!
Ambrosia (born Cynthia Eshram) is a daughter of Eshtarl Eshram. Her
father, a mage, was notable in Calimshan for his service to the Pasha as an Admiral in the
navy of that land. Ambrosia's relationship with her evil father, and his jealousy of
Ambrosia's influence with his wife (a low profile but powerful priestess of Shar) resulted
in her eventual sale to slavers by her own father.
This act placed Ambrosia in the Pasha's harem. She applied her skills
as a priestess to the worship of Sharess, and relied upon her skills to provide her
protection as she made her way north. In her early career, Ambrosia was very disdainful of
Northern realms customs and beliefs, and was very moody and unpredictable. Many years of
difficult adventuring have softened her outlook presently, Ambrosia has foresworn all
violence and refuses to kill.
Ambrosia is above all a survivor. She has died numerous times, but
has pulled herself out of more than one extremely close call due to her tenacity. She has
failed miserably on several occasions at establishing a temple to Sharess in the north,
and has come to accept her role as purely an adventuring priest and party medic. This
acceptance did not come easily.
Ambrosia still has a great deal of loyalty to
Magnus this loyalty can aggravate her companions as it never wavers
(even when Magnus is obviously causing the group great misery.)
Ambrosia is not naive to his ruthlessness, but has come to see herself
as Magnus's guardian and sole defender.
Personal Spell and Magical
Item
Invisible Touch
Spell Name: Invisible Touch
Schools: Necromancy
Spheres: Necromantic
Area of Effect: 1 creature
Casting Time: 2
Components: V, S
Duration: 2 rds./level
Range: 30 yds. + 5 yds./level
Saving Throw: None
Reversible: False
Priest Spell: True
Level: 4
Description:
This spell is similar to the second level wizard spell "Spectral
Hand". However, the spell differs in a number of ways. The
invisible hand is invisible to normal means of detection and can
be used to bestow beneficial magics as well as attacks. Any touch
spell of 5th level or less that is subsequently cast by the priest
can be delivered by the invisible touch.
The spell gives the caster a +2 bonus to her attack roll, but
the hand becomes visible if used in this manner. Like "Spectral
Hand", the caster cannot perform any other actions when attacking,
and the hand returns to the caster and hovers if the caster takes
other actions. The hand lasts the full spell duration unless dismissed
by the caster, and it is possible to use more than one touch attack
with it. The hand receives flank and rear attack bonuses if the
caster is in a position to do so.
The hand is vulnerable to magical attack but has an Armor Class
of 0. Any damage to the hand ends the spell and inflicts 1d4 points
of damage to the caster.
Portions copyright 1999 TSR, Inc.
* * * * *
Ambrosia's Pigments of Pleasure
This item appears as a platinum makeup compact. Upon uttering
a secret command word, the bearer is able to open the item and make
use of one of seven different powders. The compact holds one powder
for every color of the rainbow. The bearer may use one powder per
day, and can use the same on subsequent days if so desired. However,
the compact locks shut after being used and will not open until
another day has passed. A successful effort to force the item open
has a 25% chance of destroying it and rendering all of the powders
inert.
The item can be used to alter its owner's appearance in such a
way as to avoid most forms of detection, as the effect is not an
illusion. Instead, the person mentally "paints" an image
of the persona they desire after drawing a tattoo somewhere on their
body with powder from the compact. Unless undone by magic or the
unique weakness of each powder (see below), the effect is permanent.
The user cannot simply "end" the effect except by implementing
the weakness of the color chosen.
Upon use, the possessor imagines the desired appearance. and the
change occurs within one round. The item cannot be used to change
the user's gender, race, or abilities, but can effect age, height,
weight, appearance, and tone of voice. The user can create a specific
"character", if desired, but each persona must have some
element that reflects the color chosen. Each powder confers a minor
magical benefit, but it also has a unique weakness. The colors,
powers, and vulnerabilities are described below:
COLOR POWER VULNERABILITY
red |
+1 to Charisma anything green that touches
the wearer's skin |
orange |
suggestion 1/day anything blue or
green that is imbibed by the wearer |
yellow |
continual light 1/day anything blue
that touches the wearer's skin |
blue |
aura of comfort 1/day anything yellow
that is seen by the wearer (fail save vs. r/s/w) |
indigo |
+1 to Dexterity anything orange or yellow
that touches the wearer's skin |
violet |
Temporary Proficiency anything yellow or
green that is imbibed by the wearer |
For example, Ambrosia could use orange to transform herself into
a tall, young, beautiful woman with a light and airy voice. However,
she would be required to have reddish hair, or a sunny complexion,
or something that would reflect the color orange. If the user neglects
to specify how the color manifests, it will appear in a random fashion.
This could be particularly troublesome, for example, if the user
ended up with blue skin!
The user is vulnerable to losing the disguise if the condition
that appliest to the chosen color is met met. For the appropriate
colors, actions such as drinking water or eating a salad would unravel
the disguise within a ten minute period of time. As the user's appearance
changes, but items and clothing do not, this limitation provides
barely enough time to exit a situation without compromising an identity.
Even the act of lying down on cream colored sheets, if the pigment
chosen was indigo, might qualify as contact with something yellow
and the destruction of the disguise.
|