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 PerceptionClass 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