Terri Riverrun's page

1,056 posts. Alias of AdamWarnock.


Female Human Bard (Dervish Dancer) 5 HP: 28/28 NL: 0 | AC 19/14/15 | F +1, R +7, W+5 (+4 vs. Sonic, Language-Dependent, and Bardic Performance)|


Per:+9 (Darkvision 60ft.), Init: +5 | Battle Dance: 14/16 | Spells: 1st: 5/5, 2nd: 3/3 | Arrows: 14


5' 4" 95 lbs.



About Terri Riverrun


Terri Riverrun
Female changeling bard (dervish dancer) 5 (Pathfinder RPG Bestiary 4 29, Pathfinder RPG Ultimate Combat 32)
CG Medium humanoid (changeling)
Init +5; Senses darkvision 60 ft.; Perception +9
AC 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 natural)
hp 28 (5d8)
Fort +1, Ref +7, Will +5; +4 vs. bardic performance, language-dependent, and sonic
Speed 30 ft.
Melee dagger +6 (1d4+1/19-20) or
. . dancing starlight +7 (1d6+5/18-20) or
. . gladius +6 (1d6+1/19-20) or
. . unarmed strike +6 (1d3+1 nonlethal) or
. . 2 claws +1 (1d4+1)
Ranged shortbow +6 (1d6/×3)
Special Attacks battle dance: inspire courage
Bard (Dervish Dancer) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—alter self, cat's grace, invisibility
. . 1st (5/day)—charm person (DC 15), disguise self, hideous laughter (DC 15), ventriloquism (DC 15)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 14), mage hand, mending, prestidigitation
Str 10, Dex 16, Con 10, Int 14, Wis 12, Cha 18
Base Atk +3.75; CMB +3; CMD 17
Feats Dervish Dance[ISWG], Dodge, Weapon Finesse
Traits charming, pioneer, reactionary
Skills Acrobatics +19, Bluff +9 (+10 vs. characters who could be attracted to you), Climb +7, Craft (painting) +6, Craft (Woodcarving) +6, Diplomacy +9 (+10 vs. characters who could be attracted to you), Disguise +8, Escape Artist +7, Intimidate +8, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +9, Perform (dance) +14, Perform (oratory) +9, Perform (percussion instruments) +8, Perform (sing) +9, Perform (string instruments) +8, Perform (wind instruments) +8, Profession (cook) +6, Sense Motive +5, Sleight of Hand +7, Spellcraft +7, Stealth +11, Survival +3, Use Magic Device +8
Languages Aklo, Common, Draconic, Elven, Sylvan
SQ battle dance, dependent, fleet
Other Gear mithral chain shirt, dancing starlight, arrows (20), dagger, gladius[UC], shortbow, boots of elvenkind, handy haversack, bedroll, belt pouch, cutting board, wooden (2 lb), flint and steel, ink, inkpen, journal[UE] (2), knife, cutting (0.5 lb), ladle (0.5 lb), painting tools, pot, sculpting tools, seasonings, local (0.5 lb), silk rope (50 ft.), silver holy symbol of Black Butterfly, silver holy symbol of Desna, skewer (1 lb), skillet[UE], soap, tinder packet (0.5 lb), tripod, iron (3 lb), winter blanket, light horse, bit and bridle, blanket, Bodhran, Cittern, cold weather outfit, entertainer's outfit, explorer's outfit, feed (per day), Fiddle, Flute, Low Whistle, medium tent, riding saddle, saddlebags, Tin Whistle, trail rations, waterskin, 328 gp, 8 sp, 9 cp
Special Abilities
Battle Dance (move action, 16 rounds/day) Battle dances can create bardic performance effects only on self.
Battle Dance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Darkvision (60 feet) You can see in the dark (black and white only).
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fleet (Su) Gain an enhancement bonus to speed when battle dancing.


Placid CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Speed 50 ft. (35 ft. in armor)
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1.5; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Come, Heel, Riding, Stay
Skills Acrobatics -1 (+3 to jump with a running start), Perception +6
SQ docile, riding
Other Gear bit and bridle, blanket[APG], Bodhran, Cittern, cold weather outfit, entertainer's outfit (2), explorer's outfit (2), feed (per day) (10), Fiddle, Flute, Low Whistle, medium tent[APG], riding saddle, saddlebags, Tin Whistle, trail rations (10), waterskin (4)
Special Abilities
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

TL;DR Background:

-Mother's an Annis Hag
-Left on the doorstep to an orphanage. The matron in charge wanted to let her die.
-Grew up isolated thanks to strange appearance and behavior
-A pair of adventurers take her in and teach her a lot of things, including about their faiths.
-The adventures are wrongly accused of witchcraft and are burned thanks to the matron.
-The matron takes Terri in, but makes the mistake of letting her gather evidence against her.
-The matron is accused of many crimes in front of the local baron, including the kidnapping of his daughters.
-Baron has to exile Terri due to political pressure.
-Terri lives a couple of years wandering southern Rostland helping others and getting a few cool things during her adventures.
-Terri hears some news about reclaiming the Stolen Lands and goes to see what that was about.

Not so brief Background:

Worse things than bandits haunt the Stolen Lands. Fey, capricious and wild can make you think only a day has passed when it has been years. Monsters rend and tear any that are not strong enough to fend them off nor swift enough to escape their fangs and claws. But, perhaps worst of all, are the hags. They seduce men into being their lovers, then devour them once they are done.

Terri was the result of such a union. Her mother, an annis hag slowly building her coven, left Terri as an infant on the doorstep of a small orphanage in a town just north of the Stolen Lands. The matron of the orphanage was uneasy, and wanted to leave her to die, but the other caretakers were adamant about not murdering the babe. Giving in, the matron warned them that there would be nothing but trouble from the girl.

As Terri grew, it was clear that there was something odd about her. Her nails were far tougher than any human's and she possessed an ethereal air that was both attractive and unnerving. Her mismatched eyes earned her many whispered curses of witch. Children, seeing how the adults feared her, avoided her. Her childhood was spent alone and isolated until a man that followed the Black Butterfly and his companion, a priestess of Desna, came into town.

The pair were friends seeking out forgotten knowledge and new places to discover. They helped those they found along the way and didn't hesitate to help Terri. They took her in, teaching her and caring for her as if she were their own daughter or little sister. Terri learned to sing and dance and more about the world around her. Thanks to them, she even learned to handle her mistakes with grace and humor. For a short while she was happy.

The matron of the orphanage was not. She resented being overruled those years before and grew more jealous of Terri as she grew older. It was clear that she'd be a beautiful young woman when she was a few years older and the matron's resentment soon festered into hatred. She fabricated a rumor about the pair that had unofficially adopted Terri, a dark rumor of witchcraft and missing persons finding their way into stew pots and meat pies.

The man and the priestess saw that their time in the town was at an end and made to leave. Quiet and anonymous acts of kindness are no armor against jealous hatred and no proof against vicious rumor, so they fled in the night taking Terri with them. Barely an hour later, they were found, beaten, and hauled back in chains. Terri sobbed as the one family she knew was tied to the stake and burned.

In a way, the old matron's words proved true, at least for herself. Terri had grown in the months she'd spent with the man and the priestess, and when the matron tried to break her spirit by gloating over how easy it had been to turn the town against the kindly pair and convince Terri it was her fault they were dead, the young girl steeled her resolve. She would survive and reveal the matron's perjury.

Months turned into a year as Terri bided her time. She was worked hard by the matron who took her in to "raise her right and proper and stamp out this witchery in her." Still, Terri was able to learn several things in that time as she patiently gathered proof about the matron's lie that had doomed the only ones who had been like family to her. The matron was involved in several illegal and immoral dealings, trafficking her charges that would fetch good prices as slaves or from brothels, taking money donated to the orphanage and filling her own coffers, even abduction and fraud when she orchestrated the kidnapping of the local baron's daughters and sold them to a slaver making her way to Razmiran.

As autumn turned to winter and the Last Harvest Festival began, Terri took the evidence she'd gathered and found the best clothes she could. Most were too large for her making her almost look ridiculous, but dangerous glimmer in her mismatched eyes was bright. Those few that noticed her as she made her way to the high stage in the middle of the square looked quickly away lest they find themselves the subject of the young girl's ire. The baron was to commend those in the town who had proven themselves pillars of the community, and the matron was among those he was to reward with praise and gifts.

She quietly snuck onto the stage, hiding in the shadows of the banners, and waited. The baron roused the townspeople with a speech praising them all for their work in bringing in a rich harvest. He began to commend the men and women whose actions supported, or at least seemed to support in the matron's case, the community. He called for the matron to step forward, and Terri stepped out in plain view for all to see.

"My lord," she called out, her voice strong and clear despite her stomach trying to tie itself into knots, "The woman you about to commend is not as she appears. It is but a mask and I have proof of her misdeeds."

Stunned silence filled the square as Terri listed off the matron's misdeeds to the woman's growing horror and rage. She approached the baron in the finest clothes she'd been able to scrounge and handed him the papers and ledgers she'd quietly stolen over the year. The baron's initial incredulity turned to outrage as he heard the most damning charge and found the evidence right there at the top.

The matron lunged for Terri, intending to kill the girl and pass off the letters and ledgers as forgeries, but the baron was quicker. He protected Terri from the attack, then ordered them both arrested.

Terri spent the next several weeks as the evidence was reviewed and confirmed confined to a small room in the barracks. She was not treated terribly, but it was still difficult for her. She feared that the baron would simple leave her there to rot or decide that she'd played him false. The days turned into weeks then months as winter deepened.

Just as Terri was beginning to suspect that she would spend the rest of her life in this place, she was brought before the baron. His face was set in a grimace. Terri steeled herself for the worst and prayed that she was wrong.

Her prayers were answered, it seemed. The baron told her of what his investigations had discovered, including evidence that confirmed her claims. While his daughters were long gone by this point, there was at least some closure in learning what had happened to them. He thanked her for what she had done, but his expression never softened.

He continued on, explaining that despite what she had done, the townspeople would not accept her. The rumors of her being a witch were too pervasive and too many people of influence wanted her gone. The baron had to choose what was more important, and one little girl could not equal the rest of the barony. In the interest of peace and cooperation from his more prominent subjects, the baron banished Terri from the town and his lands. He gave her a horse, a stolid sort she named Placid, and enough supplies to last her a long while. After a brief lesson on riding, Terri left the only place she'd known.

Over the next two years, Terri learned to tap into some innate talents that she had no idea she possessed thanks to a couple of harrowing encounters with goblins. She expanded on the basic skills that the man and the priestess, not only becoming skilled with a variety of instruments but also well versed in the fighting style of the dervish. She would earn coin by performing and work her way between towns and villages by cooking for caravans and entertaining the guards with songs and stories.

During one of her adventures, she found tomb dedicated to Desna that had been broken into. Many of the grave goods had been stolen or broken, but there were two items left. One was a mail shirt made of mithral links that fit her well. The other was a single-edged sword with a dark-hued blade that twinkled like the night sky, Dancing Starlight.

In recent weeks and days, Terri has heard of the efforts to reclaim and tame the Stolen Lands. Curious and wondering if she might finally find some companions, she headed for Oleg's Trading Post.


Terri is a kind, bubbly person that is always quick to laugh or smile. While she does have a tendency to take things too literally, she manages to endure any gaffs with grace and good humor. Despite any hardships, she's a fairly happy person.

There are times, however, where Terri does become frustrated with herself and it can lead to her being rather harsh on herself, especially when it's because of her own awkwardness. There are some things about her that I want to keep close to the chest in case they come up in game.


Terri has long, raven-black hair and mismatched blue and grey eyes. Her skin is pale and smooth. She wears clothes that are sturdy while on the road and has a couple of entertainer's costumes for when she's in town. She wears a too-large, colorful jacket with the sleeves rolled halfway to the elbows. The jacket is large enough to cover her in her battle gear. She can also slip out of it fairly easily, even jumping out if that's what is needed.