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Ambrosia


Personal Information
Name: Ambrosia Player: Jim Griffith Click here to see full size image
Race: Human Gender: Female Height: 5'
Class: Cleric (briefly a Cavalier) Level: 19 Weight: 115 lbs
XP: Not Available Next Level: 2,475,000
Kit: Indulgent Alignment: Chaotic Good
Eyes: Hazel Hair: Black Deity: Sharess
Age: (See Description below)
Ability Scores
Str: 12 Weight Allowance: 45 lbs Bend Bars/Lift Gates: 4%
Attack Adj.: +0 Damage Adj.: +0 Max. Press: 140 lbs Open Doors: 7
Dex: 18 Missile Adjustment: +2 Pick Pockets: +10% Open Locks: +15%
Reaction Adjustment: +2 Armor Class: -4 Move Silently: +10% Climb Walls: +10%
Con: 11 System Shock: 75% Poison Save: +0
Hit Point Adjustment: +0 Resurrection Chance: 80%
Int: 17 Max. Spell Level: 8th Max. Spells Per Level: 14 Illusion Immunity: None
Bonus Proficiencies: 6 Chance to Learn New Spell: 75%
Wis: 19 Bonus Clerical Spells: 3, 2, 2, 1, 0, 0, 0 Clerical Spell Failure Chance: 0%
Magic Defense Adjustment: +4 Spell Immunity: Class 1
Cha: 19 Loyalty Base: +10 Maximum Number of Henchmen: 20
Initial Reaction Adjustment: +8
Saving Throws
Paralyzation: 4 Poison: 4 Death Magic: 4 Petrification: 7 Polymorph: 7
Rod: 8 Staff: 8 Wand: 8 Breath Weapon: 10 Spell: 9
Combat
Hit Points: 81
Base THAC0: 10
Melee THAC0: 10
Missile THAC0: 8
Armor
Natural armor class 10
Unknown armor\magic adj. -6
DEX Defensive adj. -4
FINAL: 0
Weapon Proficiencies
Non-Weapon Proficiencies
Weapons

THAC0

#AT Speed

Damage

Range (-2) (-5)
Weapon Melee Missile Factor Sm-Med Large Type Size Short Med. Long
Inventory
  • None Supplied
Turning Undead
Skeleton or 1 HD: D* Wight or 5 HD: D* Mummy or 7 HD: T Ghost or 10 HD: 7
Zombie: D* Ghast: D Spectre or 8 HD: T Lich or 11+ HD: 10
Ghoul or 2 HD: D* Wraith or 6 HD: D Vampire or 9 HD: 4 Special: 13
Shadow or 3-4 HD: D* # = Roll less than # on a 1d20 to turn 2d6 undead. T = Automatically turns 2d6 undead.
D = Automatically destroys 2d6 undead. D* = Automatically destroys 2d6+2d4 undead.
Spells
Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Cleric 11 10 10 9 6 4 2
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.

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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.

Generated by the Advanced Dungeons & Dragons Core Rules CD-ROM 2.0


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