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Path of the Minstrel

The ability of music to inspire others is one of the most powerful types of magic.

Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, followers of this Path possess an uncanny ability to know more than they should, and use what they learn to keep themselves and their allies ever one step ahead of danger. For those of the Path of the Minstrel, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.


All Minstrel Talents take the form of Songs. Unless otherwise stated, a Minstrel may only play one Song at a time. Songs provide beneficial effects to whoever the Minstrel considers to be their ally, at discretion of the Minstrel. A creature must be able to see or hear the Minstrel, depending on the performance type, to receive the correlated bonuses. Unless otherwise listed, playing a Song takes 1 MP or 1 TP per round. Beginning a Song is a Standard Action, maintaining a Song is a Move Action, and ending a Song is a Free Action.

Key Skills

When you take the Path of the Minstrel, you gain the following Key Skills:

Songs of Heroism

Performing a bardic performance is very noticeable visually and audible (that's the point) and make stealth nearly impossible.

Lesser Song of Inspiration

  • Requirements: CL 1 OR BaB 1, Perform (Any) 3, 10 EXP
  • Cost: 1 TP/MP

While playing this Song, the Minstrel may spend a Move Action and 1 TP/MP per round to grant 2 Inspiration Point to every ally (up to the Minstrel's Secondary Ability Score Modifier) that can see or hear her within 1 mile. An ally may spend 10 Inspiration Points (IP) to gain a Swift Action.

An Ally may have up to 20 IP at once. If the Song is interrupted, the points are removed immediately.

Song of Inspiration

  • Requirements: CL 3 OR BaB 3, Perform (Any) 7, 15 EXP
  • Cost: 2 TP/MP

The Minstrel may spend a Move Action and 2 TP/MP per round to grant 4 Inspiration Points to every ally (up to the Minstrel's Secondary Ability Score modifier) that can see or hear her within 1 mile.

An Ally may have up to 30 IP at once. If the Song is interrupted, the points are removed immediately.

Improved Song of Inspiration

  • Requirements: CL 6 OR BaB 6, Perform (Any) 11, 25 EXP
  • Cost: 3 TP/MP

The Minstrel may spend a Move Action and 3 TP/MP per round to grant 6 Inspiration Points to every ally (up to the Minstrel's Secondary Ability Score modifier) that can see or hear her within 1 mile. An ally may spend 20 Inspiration Points (IP) to gain a Standard Action.

An Ally may have up to 40 IP at once. If the Song is interrupted, the points are removed immediately.

Greater Song of Inspiration

  • Requirements: CL 8 OR BaB 8, Perform (Any) 15, 35 EXP
  • Cost: 4 TP/MP

The Minstrel may spend a Move Action and 4 TP/MP per round to grant 8 Inspiration Points to every ally (up to the Minstrel's Secondary Ability Score modifier) that can see or hear her within 1 mile.

An Ally may have up to 50 IP at once. If the Song is interrupted, the points are removed immediately.

Legendary Song of Inspiration

  • Requirements: CL 11 OR BaB 11, Perform (Any) 19, 45 EXP
  • Cost: 5 TP/MP

The Minstrel may spend a Move Action and 5 TP/MP per round to grant 10 Inspiration Points to every ally (up to the Minstrel's Secondary Ability Score modifier) that can see or hear her within 1 mile. An ally may spend 40 Inspiration Points (IP) to gain a Full Round Action.

An Ally may have up to 60 IP at once. If the Song is interrupted, the points are removed immediately.

Accelerando

  • Requirements: CL 5 OR BaB 5, Perform (Any) 9, 15 EXP
  • Cost: Variable TP/MP

The Minstrel may spend triple the amount of TP/MP as normal for a Song in order to perform it as a Swift Action instead of a Move Action.

Songs of Battle

Inspired Heroics

  • Requirements: CL 2 OR BaB 2, Perform (Any) 5, 10 EXP

Inspiration points may be consumed to grant bonuses on attacks or damage. Before making an attack roll you may spend IP to gain bonus on the attack equal to IP spent. Alternatively you may spend IP after confirming a hit to add damage equal to IP spent.

Inspired Defiance

  • Requirements: CL 2 OR BaB 2, Perform (Any) 5, 10 EXP

Inspiration points may be consumed to grant bonuses on saving throws as an immediate action. For every 2 IP spent you may receive +1 on a single saving throw. The points must be expended before the results are revealed.

Inspired Fortune

  • Requirements: CL 4 OR BaB 4, Perform (Any) 8, 15 EXP

Inspiration points may be consumed to grant rerolls. By spending 5 IP you may rereoll any d20 roll and select either result.

Inspired Health

  • Requirements: CL 2 OR BaB 2, Perform (Any) 5, 10 EXP

Inspiration points may be consumed to grant healing. For every 2 IP spent you may heal 3 HP or 1 Wounds.

Inspired Protection

  • Requirements: CL 2 OR BaB 2, Perform (Any) 5, 10 EXP

Inspiration points may be consumed to grant Barrier for a short time. For every 1 IP spent, you gain 2 Barrier which lasts until the Minstrel's Song concludes or is interrupted.

Inspired Deflection

  • Requirements: CL 2 OR BaB 2, Perform (Any) 5, 10 EXP

Inspiration points may be consumed to grant Armor Class bonus against a particular attack. You may spend IP to gain AC equal to the amount of IP expended. This AC bonus lasts until the attack against you is resolved, and the points must be spent before the results of the attack are revealed.

Songs of Adventure

Master of Tales

  • Requirements: CL 2 OR BaB 2, Perform (Any) 3, 10 EXP

The Minstrel may use their bonus in Perform instead of their bonus in a specific Knowledge skill by activating this ability. When substituting in this way, the Minstrel uses his total Perform skill bonus in place of its associated skill’s bonus, whether or not he has ranks in that skill, or if it is a Key Skill.

You may purchase this Talent multiple times, in order to apply your Perform bonus to multiple Knowledge skills. Select a new Knowledge skill each time you purchase this Talent.

Inspired Competence

  • Requirements: CL 2 OR BaB 2, Perform (Any) 5, 10 EXP

Inspiration points may be consumed to grant bonus to a skill check. For every 1 IP spent you may receive +2 on a single skill check.

Versatile Performer

  • Requirements: CL 3 OR BaB 3, Perform (Any) 5, Master of Tales, 10 EXP

The Minstrel may choose a skill from the following list:

Bluff, Disguise, Intimidate, Acrobatics, Fly, Diplomacy, Sense Motive, & Handle Animal

The skill in question may now use the Minstrel’s Perform skill bonus instead. This Talent may be chosen multiple times, selecting a different Skill or Perform check involved each time. The Minstrel may choose a different type of Perform for each skill, if desired.

Enduring Performances

Lesser Fermata

  • Requirements: Any Song, CL 2 OR BaB 2, Perform (Any) 6, 10 EXP

The Minstrel's Song no longer stops immediately if unmaintained or interrupted. Stacks of IP persist for 1 Round. At the start of the Minstrel's next turn they may decide to continue the Song or allow it to end once the turn is over.

Fermata

  • Requirements: Lesser Fermata, CL 6 OR BaB 6, Perform (Any) 11, 20 EXP
  • Cost: No Cost

The Minstrel's Song no longer stops immediately if unmaintained or interrupted. Stacks of IP persist for 2 Rounds. After 2 rounds the Minstrel may continue the Song or allow it to end.

Greater Fermata

  • Requirements: Fermata, CL 10 OR BaB 10, Perform (Any) 16, 30 EXP

The Minstrel's Song no longer stops immediately if unmaintained or interrupted. Stacks of IP persist for 3 Rounds. After 3 rounds, the Minstrel may continue the Song, or allow it to end.

Dervish Dance

Dervish Focus

  • Requirements: CL 5 OR BaB 5, Perform (Any) 10, 15 EXP

By spending an Additional 2 TP/MP while performing a Song, you may perform as a Free Action. You may only make use of this Talent once per round.

Dervish Centering

  • Requirements: Dervish Focus, CL 7 OR BaB 7, Perform (Any) 13, 20 EXP
  • Cost: No Cost

By choosing to use this Talent, you may reduce the cost of any Song's TP/MP cost by 2. However, only the Minstrel gains the Inspiration Points when utilizing this Talent.

Dervish Pacing

  • Requirements: Dervish Centering, CL 9 OR BaB 9, Perform (Any) 15, 20 EXP

A Minstrel may reduce the cost of any Song's TP/MP cost by 5. When reducing a song in this way Inspiration Points are only gained by the Minstrel.

Songs of Doom

Instill Dread (Song)

  • Requirements: CL 1 OR BaB 1, Perform (Any) 2, 10 EXP
  • Cost: 1 TP/MP per round

As long as you are playing this Song, enemies within 30 ft. of you receive a -2 penalty to Armor Class, and a -1 penalty on saves against Charm and Fear effects.

Sow Fear (Song)

  • Requirements: Instill Dread, CL 5 OR BaB 5, Perform (Any) 5, 20 EXP
  • Cost: 1 TP/MP per round

As long as you are playing this Song, enemies within 40 ft. of you receive a -4 penalty to Armor Class, and a -2 penalty on saves against Charm and Fear effects.

Spread Panic (Song)

  • Requirements: Sow Fear, CL 10 OR BaB 10, Perform (Any) 12, 30 EXP
  • Cost: 2 TP/MP per round

As long as you are playing this Song, enemies within 60 ft. of you receive a -6 penalty to Armor Class, and a -3 penalty on saves against Charm and Fear effects.

Songs of Despair

Dirge of Doom (Song)

  • Requirements: Instill Dread, CL 1 OR BaB 1, Perform (Any) 2, 10 EXP
  • Cost: 1 TP/MP per round

Enemies within 30 ft who hear this dreadful tune must make a Will save (DC 10 + ½ your CL or BaB + your Primary Attribute modifier) or become Shaken. They must make a new save for every turn spent within the area of effect. You may play this song at the same time as a Song of Doom by paying the upkeep cost of both.

Frightening Tune (Song)

  • Requirements: Dirge of Doom, CL 5 OR BaB 5, Perform (Any) 5, 20 EXP
  • Cost: 2 TP/MP per round

Enemies within 40 ft who hear this dreadful tune must make a Will save (DC 10 + ½ your CL or BaB + your Primary Attribute modifier) or become Frightened. They must make a new save for every turn spent within the area of effect. You may play this song at the same time as a Song of Doom by paying the upkeep cost of both.

Dim Carcosa (Song)

  • Requirements: Frightening Tune, CL 15 OR BaB 15, Perform (Any) 15, 45 EXP
  • Cost: 3 TP/MP per round

Enemies within 60 ft of you who hear this dreadful tune must make a Will save (DC 10 + your CL or BaB + your Primary Attribute modifier) or become Panicked. They must make a new save for every turn spent within the area of effect, but if a creature remains in the area of effect for 3 consecutive rounds, they automatically fail the save. You may play this song at the same time as a Song of Doom by paying the upkeep cost of both.

Songs of War

Soundstrike

  • Requirements: CL or BaB 2, Perform (Any) 3, 10 EXP
  • Cost: Varies

As a Standard Action, you may spend up to 1 TP/MP per CL or BaB which you possess to generate a chord of solid sound, which you may then send at an enemy of your choice within 60 ft. as a ranged touch attack. The chord deals 2d8 sonic damage per TP/MP expended, plus your Secondary Attribute modifier.

Bass Boosted

  • Requirements: CL or BaB 5, Perform (Any) 5, Soundstrike, 20 EXP
  • Cost: Varies

You may double the cost of your Soundstrike to cause it to hit in a 30 ft. cone in front of you. Creatures affected may make a Reflex save (DC 10 + ½ your CL or BaB + your Primary Attribute modifier) for half damage. Creatures which fail the save fall Prone.

Choir of Shards

  • Requirements: CL 5 or BaB 5, Perform (Any) 7, Bass Boosted, 30 EXP
  • Cost: Varies

While you are playing any Song, you may triple the cost of your Soundstrike to use Bass Boosted as a Swift Action instead of a Standard Action.

Discordant Voice

  • Requirements: CL 7 or BaB 7, Perform (Any) 10, Choir of Shards, 40 EXP
  • Cost: Add 1 TP/MP per round to the cost of an existing Song

Whenever you are performing a Song, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you. This damage is multiplied on a critical hit.