About Wesh LeeaneeDefense:
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2) Fort +1, Ref +4, Will +2 Offense:
Melee longsword +2 (1d8+2/19-20)
Ranged shortbow +2 (1d6/×3) Special Attacks:
bardic performance 7 rounds/day ([b]countersong: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.,
distraction:At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components., fascinate [DC 13]:At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function., inspire courage +1):A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Spells Known:
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—lesser confusion (DC 15), cure light wounds 0 (at will)—detect magic, mending, read magic, spark (DC 13) Feats and Traits:
Feats Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.,
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll. Traits dirty fighter+1 damage when flanking, eager performer +1 trait bonus on Perform Dance and +1 DC Confusion, lesser Skills:
Acrobatics +5,
Bluff +3, Climb +1, Diplomacy +7, Escape Artist +1, Intimidate +3, Knowledge (arcana) +6, Knowledge (local) +6, Perform (dance) +8, Ride +1, Sense Motive +4, Spellcraft +5, Stealth +1, Swim +1, Use Magic Device +7 Gear:
studded leather,
flight arrows (40), longsword, shortbow, backpack, bedroll, belt pouch, torch (6), trail rations (3), waterskin, whetstone, 65 gp, 3 sp, 2 cp Background:
Wesh grew up in a typical nomadic Varisian community. It was apparent early on that he had a talent for dance. Thus, he was apprenticed to Camlo Zeeamundi who was one of the community's lead dancers. Camlo took an instant liking to the young boy and, being a bard himself, over time added blade and minor magics to the boys lessons as a way of enhancing their dance routines.
During this time, Wesh was also popular with the other kids, Rauno Berringstra being his closest friend. After his apprenticeship was over, Wesh stayed on with the community one more year before wanderlust hit the two friends. They wanted to see the towns the community did business with in a way that they couldn't being in the community circle. They wanted to experience them as two friends seeking adventure. Their main plan was that Wesh would offer his services to the local bars, some of whom would already have a bard or two, but they hoped the exoticness of a Varisian would be enough to get the bars to cozy to the idea. Meanwhile, Rauno would do odd jobs that he could find in order to supplement their cash flow. Trouble reared its ugly head when Rauno and Wesh were on their way from Magnimar to Riddleport. Unbeknowst to Wesh, Rauno had fallen in with the local gang in Magnimar and had agreed to take a package to Riddleport. A rival gang had found out about it and intercepted the two midway between the two cities. If it hadn't been for their close friendship and ability to read each other's cues, it would have been doubtful the two would have made it out alive. As it was, Rauno's warrior training combined with Wesh's bobbing between their foes left many flanking opportunities, and the two were able to limp away from battle leaving five unconcious and dead behind them. The two made it to Riddleport, albeit with infections starting to grow in some of their deeper wounds, and sought out the clergy in the area, paying their last copper in order to get healed. Rauno admitted to Wesh what had happened, and the two agreed that he wouldn't get involved in such underhanded affairs again. The two stayed together two more years before Rauno decided to return to the community he'd grown up in. Wesh on the other hand had grown to enjoy his life as a travelling entertainer. The only real irritation being that a little town called Sandpoint always turned down his requests. He's decided to go in person to make the appeal and maybe pry with a little free demonstration of his skills. |