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
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). 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. 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 allies within audible range gain a +5*Level+3X bonus to physical skill checks.
- Woodwind: All enemies within audible range take a -5*Level-2X penalty to attack rolls.
Level 2
Acrobat II: Minstrels are natural gymnasts. They can perform stunts more proficiently than the average person. They gain a +12 in Acrobatics. 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). Sudden Inspiration: A number of times per day equal to ½ ReBty (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.Level 3
Level 4
Acrobat III: Minstrels are natural gymnasts. They can perform stunts more proficiently than the average person. They gain a +12 in Acrobatics. Sudden Inspiration II: Instead Sudden Inspiration can now be used a number of times per day equal to ReBty (min 1) and it can also be used on attack rolls and dodge checks.Level 5
Level 6
Acrobat IV: Minstrels are natural gymnasts. They can perform stunts more proficiently than the average person. They gain a +12 in Acrobatics.Level 7
Level 8
Acrobat IV: Minstrels are natural gymnasts. They can perform stunts more proficiently than the average person. They gain a +12 in Acrobatics.Level 9
Level 10
Acrobat Master: Minstrels are natural gymnasts. They can perform stunts more proficient than the average person. They gain a +25 in Acrobatics.Minstrel Level Overview
Level | Abilities | |
---|---|---|
1 | Acrobat I, Daaaaaam, Melodic Tone, Musical Proficiency, Musical Distraction, Musical Inspiration | |
2 | Acrobat II, Lethal Strike, Sudden Inspiration | |
3 | ||
4 | Acrobat III, Sudden Inspiration II | |
5 | ||
6 | Acrobat IV | |
7 | ||
8 | Acrobat V | |
9 | ||
10 | Acrobat Master |
Class Currency Modifier: 1.3