Minstrel

Skilled at playing music, performing tricks of acrobatics and sleight of hand. The Minstrel is a Pied Piper of fine wine, warm bodies, and coin.

Ability Score Increase:

  Level 1: +1 Rhetoric +1 Foresight   Level 4: +1 Rhetoric +1 Foresight +1 Beauty   Level 7: +2 Foresight +1 Rhetoric +1 Beauty   Level 10: +3 Foresight +3 Rhetoric +3 Beauty +1 Perception  

Class Level Abilities

Level 1

Active Abilities
Musical Inspiration: As a Combat Maneuver action the Minstrel can do a Perform check to inspire his allies. If successful one of the following effects based on the instrument used occurred. X is equal to the number of successes from the Perform check. On a natural one hundred, 2 rounds uses are expended. This ability can be used for a number of rounds per day equal to your Rhetoric (min 1). Creatures that cannot hear are immune to its effects.

  • Brass: All allies within audible range gain a +5*Level+2X bonus to attack rolls.

  • Percussion: All allies within audible range gain a +Level+2X bonus to Weapon Damage Rating.

  • String: All allies within audible range gain a +Level+2X bonus to dodge checks.

  • Vocal: All enemies within audible range gain a -5*Level-2X penalty to dodge checks.

  • Woodwind: All enemies within audible range take a -5*Level-2X penalty to attack rolls.
 
Conditional Abilities
Musical Distraction: While playing an instrument or singing while still having at least one hand free, a minstrel can perform sleight of hand tricks at an advantage. For every two negative points given to their performance skill, the minstrel gains a +1 to Sleight of Hands. On a failed performance, the onlookers gain a +50 to notice the Sleight of Hands check.  
Passive Abilities
Acrobat I: Minstrels are natural gymnasts. They can perform stunts more proficiently than the average person. They gain a +12 in Acrobatics.   Daaaaaamn: You can’t beat a minstrel in looking fly as hell. They gain a +5 to Beauty.   Melodic Tone: Minstrels have naturally beautiful voices. They gain a +8 Perform(Vocal).   Musical Proficiency: Playing music is woven into a minstrel’s career and life. They either gain +7 in two different Perform(Instruments), a +12 in one Perform(Instrument), a +8 in one Perform(Instrument) and a +6 in Perform(Vocal), or a +12 in Perform(Vocal).   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 2

Active Abilities
Sudden Inspiration: A number of times per day equal to ½ Charisma (min. 1) a Minstrel can attempt to inspire an ally who fails a check. Using his reaction, the Minstrel can encourage the ally who then immediately attempts the check again. At 2nd level this can be used on skill checks only.  
Conditional Abilities
Lethal Strike: Whenever a minstrel makes an attack, gain additional lethality dice equal to your level. (When making a weapon attack roll Xd10 where X is the number of lethal dice you possess. For each roll of 10, deal the weapon’s damage again. In addition, when lethality triggers, roll the die again).  
Passive Abilities
Acrobat II: Minstrels are natural gymnasts. They can perform stunts more proficiently than the average person. They gain a +12 in Acrobatics.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 3

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 4

Active Abilities
Sudden Inspiration II: Instead Sudden Inspiration can now be used a number of times per day equal to Charisma (min 1) and it can also be used on attack rolls and dodge checks.  
Conditional Abilities
Passive Abilities
Acrobat III: Minstrels are natural gymnasts. They can perform stunts more proficiently than the average person. They gain a +12 in Acrobatics.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Acrobat IV: Minstrels are natural gymnasts. They can perform stunts more proficiently than the average person. They gain a +12 in Acrobatics.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 8

Acrobat IV: Minstrels are natural gymnasts. They can perform stunts more proficiently than the average person. They gain a +12 in Acrobatics.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Acrobat Master: Minstrels are natural gymnasts. They can perform stunts more proficient than the average person. They gain a +25 in Acrobatics.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.
Class Currency Modifier: 1.3