The masters of pep talks and getting people to achieve what is normally impossible, Minstrels are the socialite of any group.
Minstrels possess a d6 Hit Die, and they start the game with 30 Hit Points (plus double Constitution and other modifiers). By spending 3 XP the Minstrels can gain a Hit Die, increasing their Hit Points accordingly.
They also receive a +4 bonus to Will Defense.
Minstrels receive a +1 bonus to one of the following attributes; Dexterity, Intelligence, or Charisma
Increasing these attributes outside of character creation is done at a discount (10 XP per increase instead of 20 XP)
Minstrels receive a +0 Attack Bonus.
By spending 5 XP the Minstrel can increase their Attack Bonus by +1, to a maximum of +8.
Minstrels receive 1 rank in the following skills at character creation;
Acrobatics
Artisan (Comedy and Singing)
Awareness
Deception
Knowledge (Nobility)
Persuasion
Spellcraft
Use Magic Device.
Minstrels receive the following starting feats;
Minstrels are master performers of many different talents. They can spend a move action to initiate a performance, and all allies within 4 squares of the Minstrel (including themselves) gain a bonus to all d20 checks as well as Fortitude, Reflex, and Will Defense equal to the Minstrel's Charisma. This can be maintained by the Minstrel every round thereafter as a swift action, and ends on the round after they choose to stop maintaining it.
Minstrels are capable of utilizing any of their Artisan checks in place of any Charisma skills. In addition, they can choose either Intelligence or Wisdom - once chosen this cannot be changed later, and they can substitute skills of that ability score with their Artisan.