Performers, singers, dancers, and all sorts of other entertainers who make a point to aid their allies on the battlefield with their wit, charm, or just pure talent.
4 Hit Points | 4 Skill Ranks | 0 Soak
Class Abilities
Weapon and Armor Proficiency
Minstrels gain proficiency with simple weapons and two of the following: sword, axe, bow, or pistol. They’re not proficient with armor.
Perform
The Minstrel can spend a move action to begin a performance. Allies within 4 squares of the performance receive a +1k0 to attack rolls, damage rolls, and a +1 to Defense and Avoid. Maintaining this performance is a free action each turn and lasts until the end of combat or whenever the Minstrel willingly ends it or is knocked unconscious.
Performer's Guile
The Minstrel is immune to mind-affecting effects from enemy sources. This does not make the Minstrel immune to effects which deal Sanity damage or Psychokinetic damage. Instead they are able to reduce Sanity damage by 1 from enemies.
Spur Ally
As an immediate action once per round the Minstrel can grant an ally within 6 squares a free move action they can take immediately, though they can only move at half speed.
Healing Chant
As a standard action once per round the Minstrel can heal an ally within 6 squares with a simple phrase. This phrase can be whatever the Minstrel wants. The ally is healed for 1 HP, and this increases its healing by 1 for every 2 levels the Minstrel has beyond 4th level.
Strike True
The Minstrel can help an ally with an attack roll as a swift action on their turn. By doing this the Minstrel guides their attack by pointing out weak points, and how to effectively take the enemy down. This grants the ally a bonus to attack equal to ½ the Minstrel’s level for the first attack they make in a round (if multiple).
Improved Perform
Through training the Minstrel’s performance helps allies more effectively. The range is increased to 6 squares, the bonus to attack/damage becomes +2k0, and the bonus to their Defense/Avoid is increased to +3.
Skill Savant
Minstrels gain a bonus to all skills equal to ¼ of their level. Skills that the Minstrel makes that are untrained gain a +1k0 to the check.
Tactful Threat
As a standard action the Minstrel can hurl a threat towards an opponent within line of sight and hearing. Make a Deception or Persuasion check against the enemies’ Mental Defense. On a successful hit, the opponent either falls prone or takes 1d10 + Smarts points of sanity damage.
Greater Heights
By inspiring an ally within line of sight as a move action the ally gains an extra move action they can take on their turn. This effect can only be triggered once per round by the Minstrel.
Deadly Alliance
Choose an enemy within 6 squares who is of a lower level than the Minstrel. As a swift action the Minstrel can convince them with a devilish smile and charming wink to fight for them for a brief time. This can only affect one enemy at a time, and lasts until the end of combat. Enemies can’t be affected by this twice within 24 hours and after combat are immediately aware of what they’ve done.
Killer Joke
In addition to their uses of Tactful Threat, the Minstrel can instead choose to tell a joke so bad it hurts. If the check is successful, the opponent instead feels pain and takes 2k2 damage, adding the Minstrel’s Luck to the result as if it were Strength.
Greater Perform
The range is increased to 10 squares, the bonus to attack/damage becomes +3k1, and the bonus to their Defense/Avoid is increased to +5.
Safe Haven
While within a town, the Minstrel can enforce an act which guarantees safety for some time. This usually comes in the form of befriending townsfolk, and takes 4 hours to prepare. When this act succeeds, all enemies within the town are unable to locate the Minstrel and their allies for 24 hours unless they make their presence known.
Charming Smile
Deception and Persuasion checks the Minstrel makes lower their DC by 5, and the Minstrel receives a +2k0 on these checks.
Blind Obedience
This works as Deadly Alliance except that the target is under the effect until the Minstrel chooses to end it. This still only targets one enemy at a time. In order for this to be ended, the target must either find a way to be broken out of the spell by an outside force (such as the Minstrel attacking him, or a loved one bringing them back), or the Minstrel must end it on their own. Sleeping doesn’t end the effect, however the Minstrel being knocked unconscious does.
Skill Master
To the Minstrel, all skills are trained and thus add the appropriate bonuses to them. Skills they marked as Trained receive a +5 bonus on top of them.
Unleashed Perform
The Minstrel reaches their apex as a performer. The range is increased to line of sight and/or sound, the bonus to attack/damage becomes +4k2, and the bonus to their Defense/Avoid is increased to +8.
First Awakening
The Minstrel chooses a single type of magic. Against spells of that type the Minstrel receives a +(1/4 level) to their Defenses against that magic.
Heroic Awakening
Choose a skill that normally uses one ability score. The Minstrel can instead change it to any ability score of their choosing. This choice can be changed at the beginning of the day, but only one skill may be affected this way.
Unchained Awakening
The Minstrel is able to automatically detect lies. In response the Minstrel can tell a counter-lie, and if successful the lying party instead believes the counter-lie.
True Awakening
Once per encounter the Minstrel can once per encounter survive a lethal blow so long as an ally is within their line of sight.