TerrilAn advisor, herald, butler, and tutor. After Skye's actions over the city of Istivin in Sterich, the Marchioness awarded him the title of Lord Stalwart of Sterich. With that title came a coat of arms and a bannerman to ensure that his status is recognized and ennobled. Terril, from the hills in the north of Sterich, was chosen by Skye to be his herald. After the political snafu caused by Skye's actions in saving some peasants from a fate worse than death, Terril was recalled by the Marchioness. Instead, Terril left that employ and joined Skye's followers, acting in much the same capacity as bannerman as he did before.
Stat block - Terril AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield) hp 24 (2d8+2d6+4) Fort +5, Ref +4, Will +8 Speed 30 ft. Melee mw longsword +2 (1d8-1/19-20) Ranged mw composite longbow +3 (1d8-1/x3) Base Atk +2; Grapple+1 Special Actions Spellcasting, bardic music 2/day, countersong, fascinate, inspire courage +1 Combat Gear Chainshirt, buckler, masterwork longsword, dagger, masterwork composite longbow, 40 arrows, 20 cold iron arrows, 10 silver arrows Bard Spells Known (CL 2nd): 1st - charm person (DC 14), disguise self 0th - detect magic, mage hand, read magic, message, prestidigitation Abilities Str 8, Dex 10, Con 12, Int 15, Wis 12, Cha 16 SQ Major aura, minor aura, bardic knowledge Feats Negotiator, Skill Focus (Diplomacy) Skills Bluff +12, Diplomacy +24, Gather Information +13, Handle Animal +7, Knowledge (Nobility) +7, Knowledge (Local: Sheldomar) +7, Perform (Mandolin) +7, Perform (Sing) +13, Sense Motive +10, Speak Language (Sylvan), Spellcraft +7, Survival +3, Swim +0 Possessions Combat gear, healer's kit, light warhorse, bit and bridle, riding saddle, saddlebags, chain shirt barding, masterwork mandolin, courtier's outfit, full plate, heavy wooden shield, and tower shield. (3,149gp total) Minor Aura - Motivate Charisma (Ex): All those within 60 feet of Terril gain a bonus equal to his Charisma modifier (+3) on Charisma checks and Charisma-based skill checks. Major Aura - Resilient Troops(Ex): All those within 60 feet of Terril gain a +1 bonus on all saves. Bardic Music (Su): Twice per day Terril can use his song or poetics to produce magical effects. Countersong (Su): A bardic music effect, this ability allows the bard to counter magical effects that depend on sound. Fascinate (Sp): A bardic music effect, the Fascinate ability allows Terril to captivate an individual, causing them to do nothing but sit and listen. Inspire Courage (Su): A bardic music effect, this allows a bard to bolster his companions against fear and improve their combat abilities. To be affected, the ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Skill progression: 1st level - Bard 1: Bluff 4 ranks, Diplomacy 4 ranks, Gather Info 4 ranks, Knowledge-Nobility 4 ranks, Knowledge-Local 4 ranks, Perform-Sing 4 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks 2nd level - Marshal 1: Bluff (+1) 5 ranks, Diplomacy (+1) 5 ranks, Handle Animal (+1) 1 rank, Sense Motive (+1) 5 ranks, Speak Language (Sylvan), Swim 1 rank 3rd level - Marshal 2: Bluff (+1) 6 ranks, Diplomacy (+1) 6 ranks, Sense Motive (+1) 6 ranks, Knowledge-Nobility (+1) 5 ranks, Knowledge-Local (+1) 5 ranks, Survival 1 rank 4th level - Bard 2: Diplomacy (+1) 7 ranks, Gather Information (+1) 5 ranks, Perform (Mandolin) 1 rank, Perform-Sing (+3) 7 ranks, Sense Motive (+1) 7 ranks, Spellcraft (+1) 5 ranks Diplomacy Modifiers: 7 ranks + 3 Cha + 2 Negotiator + 3 Skill Focus + 2 Sense Motive + 2 Know-Nobility + 2 Bluff = 21, or 24 with Aura Elite Array of Stats: Cha15 Con14 Int13 Wis12 Str10 Dex8 |