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Path of the Minstrel
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.
Using Minstrel Talents is very noticeable visually and audibly, and makes Stealth impossible.
Key Skills
When you take the Path of the Minstrel, you gain the following Key Skills:
Songs of Inspiration
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 Half Action and 1 TP/MP per round to grant 2 Inspiration Points to a number of allies 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. If the Song is interrupted, the points are removed immediately. The Minstrel counts as their own ally for the purpose of gaining and spending IP.
An Ally may have up to 20 IP at once.
Song of Inspiration
- Requirements: CL 3 OR BaB 3, Perform (Any) 7, 15 EXP
- Cost: 2 TP/MP
This Talent acts as Lesser Song of Inspiration, except the Minstrel may spend a Half Action and 2 TP/MP per round to grant 4 Inspiration Points instead.
An Ally may now have up to 30 IP at once.
Improved Song of Inspiration
- Requirements: CL 6 OR BaB 6, Perform (Any) 11, 25 EXP
- Cost: 3 TP/MP
This Talent acts as Lesser Song of Inspiration, except the Minstrel may spend a Half Action and 3 TP/MP per round to grant 6 Inspiration Points instead.
An ally may spend 20 Inspiration Points (IP) to gain a Half Action. An Ally may have up to 40 IP at once.
Greater Song of Inspiration
- Requirements: CL 8 OR BaB 8, Perform (Any) 15, 35 EXP
- Cost: 4 TP/MP
This Talent acts as Lesser Song of Inspiration, except the Minstrel may spend a Half Action and 4 TP/MP per round to grant 8 Inspiration Points to every ally.
An Ally may have up to 50 IP at once.
Legendary Song of Inspiration
- Requirements: CL 11 OR BaB 11, Perform (Any) 19, 45 EXP
- Cost: 5 TP/MP
This Talent acts as Lesser Song of Inspiration, except the Minstrel may spend a Half Action and 5 TP/MP per round to grant 10 Inspiration Points to every ally.
An ally may spend 40 Inspiration Points (IP) to gain a Full Action. An Ally may have up to 60 IP at once.
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 Half Action.
Songs of Heroism
Inspired Heroics
- Requirements: CL 2 OR BaB 2, Perform (Any) 5, 10 EXP
Inspiration points may now 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. You may only spend IP up to the Minstrel's BaB or CL, whichever is higher, on a single attack or damage roll.
Inspired Defiance
- Requirements: CL 2 OR BaB 2, Perform (Any) 5, 10 EXP
Inspiration points may now be consumed to grant bonuses on saving throws as an Immediate Action. For every 2 IP spent, you may receive a +1 morale bonus towrds a single saving throw. The points must be expended before the results are revealed. You may only spend IP up to the Minstrel's BaB or CL, whichever is higher, on a single saving throw.
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 reroll 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. You may only spend IP up to the Minstrel's BaB or CL, whichever is higher, against a single attack.
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.
Enduring Performances
Lesser Fermata
- Requirements: Lesser Song of Inspiration, 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
This Talent functions as Lesser Fermata, except now IP lasts for 2 rounds instead of one.
Greater Fermata
- Requirements: Fermata, CL 10 OR BaB 10, Perform (Any) 16, 30 EXP
This Talent functions as Lesser Fermata, except now IP lasts for 3 rounds instead of one.
Dervish Dance
Dervish Focus
- Requirements: Lesser Song of Inspiration, 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
You may reduce the TP/MP cost of any Song by 2. However, only the Minstrel gains Inspiration Points when they use this Talent.
Dervish Pacing
- Requirements: Dervish Centering, CL 9 OR BaB 9, Perform (Any) 15, 20 EXP
This Talent functions as Dervish Centering, except you may reduce the cost of a Song by 5 TP/MP.
Songs of Doom
Instill Dread
- Requirements: Lesser Song of Inspiration, CL 1 OR BaB 1, Perform (Any) 2, 10 EXP
As a Half Action, you may spend 1 IP to cause all enemies within 30 ft. to receive a -2 penalty to Armor Class, and a -1 penalty on saves against Charm and Fear effects until the beginning of your next turn. This is a mind-affecting ability.
Sow Fear
- Requirements: Instill Dread, CL 5 OR BaB 5, Perform (Any) 5, 20 EXP
This Talent functions as Instill Dread, except you may now spend 3 IP to cause all enemies within 40 ft. to receive a -4 penalty to Armor Class, and a -2 penalty on saves against Charm and Fear effects until the beginning of your next turn.
Spread Panic (Song)
- Requirements: Sow Fear, CL 10 OR BaB 10, Perform (Any) 12, 30 EXP
This Talent functions as Instill Dread, except you may now spend 5 IP to cause all enemies within 60 ft. to receive a -6 penalty to Armor Class, and a -3 penalty on saves against Charm and Fear effects until the beginning of your next turn.
Songs of Despair
Dirge of Doom
- Requirements: Lesser Song of Inspiration, CL 1 OR BaB 1, Perform (Any) 2, 10 EXP
You may spend 3 IP as a Half Action (and for the rounds to follow) to play a depressing tune which shakes your enemies to the core. Enemies within 30 ft who hear the Dirge of Doom must make a Will save (DC 10 + ½ your CL or BaB + your Primary Attribute modifier) or become Shaken until you cease to maintain the tune. Your enemies must make a new save for every turn spent within the area of effect. This is a mind-affecting Fear effect.
You may use this Talent and Instill Dread (or any Talent which requires Instill Dread) with one Half Action, by paying the IP cost of both.
Frightening Tune (Song)
- Requirements: Dirge of Doom, CL 5 OR BaB 5, Perform (Any) 5, 20 EXP
This Talent acts as Dirge of Doom, except the area extends to 40 ft., the IP cost is raised to 5, and enemies who fail to save against your Frightening Tune become Terrified.
Dim Carcosa (Song)
- Requirements: Frightening Tune, CL 15 OR BaB 15, Perform (Any) 15, 45 EXP
This Talent acts as Dirge of Doom, except the area extends to 60 ft., the IP cost is raised to 8, and enemies who fail to save against your Frightening Tune become Panicked. Additionally, if a creature remains in the area of effect of this Talent for 3 consecutive rounds, they automatically fail the save.
Songs of War
Soundstrike
- Requirements: Lesser Song of Inspiration, CL or BaB 2, Perform (Any) 3, 10 EXP
As a Half Action, you may spend up to 1 or more IP (up to your CL or BaB, whichever is higher) 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 inflicts 1d8 sonic damage per IP expended, plus your Secondary Attribute modifier.
Bass Boosted
- Requirements: Soundstrike, CL or BaB 5, Perform (Any) 5, 20 EXP
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: Bass Boosted, CL 5 or BaB 5, Perform (Any) 7, Bass Boosted, 30 EXP
While you are playing any Song, you may triple the cost of your Soundstrike to use Soundstrike or Bass Boosted as a Swift Action instead of a Half Action.
Resonant Weaponry
- Requirements: CL 10 or BaB 10, Perform (Any) 10, Choir of Shards, 30 EXP
You may spend a Half Action and 2 IP to resonate with a number of your allies' weapons up to your Secondary Attribute Modifier. When you do so, the selected weapons inflict an extra 1d8 points of sonic damage with successful weapon attacks until the beginning of your next turn. 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.

