Last update March 17, 2026
A minstrel is welcome company anywhere in Minaria. Although few Minarians care to take up the road to seek out song, they are quick to offer hospitality to those who bring news from afar. Minstrels are welcomed without suspicion into the fastnesses of the rich and powerful. A few of them use this advantage to dabble in intrigue. Minstrels are found anywhere in Minaria, and are one of the rare exceptions to racial prejudice, as Elven, Dwarven, and human minstrels mix as freely in Ider Bolis as they do in Alzak. Humanoid minstrels are more likely to be viewed as scouts for their race rather than masters of their profession, but a good tale often overwhelms suspicion. Minstrels are usually solitary, but most taverns in large urban centers have a house minstrel. Smaller centers rely on traveling minstrels to carry a nightly tune. Minstrel magic at higher level is limited, but effective.
There are two rival human bardic colleges in Minaria, each striving to outdo the other in producing superior minstrels. Both crave publicity and encourage their graduates to loudly proclaim their credentials. The great Bardic College in Basimar , Muetar has the largest library of stories on the continent, with original manuscripts from as far away as Burev and Pterak, but its collection of songs is surpassed by the Musical Academy of Thores, Rombune situated on the edge of a cliff overlooking the sea. In Thores, nautical influence and historical traditions from the Lloroi Empire and the southern cultural influences of Girion merge, creating an impressive center of song.
Minstrels also common in Girion, especially as leading men and women of the common folk. Some minstrels, such as those in Bomgol, where they are known as troubadours, have additional prestige (See the Gazetteer of Bomgol and Xe), but minstrels are generally respected everywhere except the Witchlands.
The dwarven Mnemon, while more closely associated with poetry than song, is an example of dwarven minstrel tradition. Dwarves are renowned for their storytelling, mixing it freely with rune writing and meticulous accounting record keeping. Dwarven minstrels aspire to be named Mnemon by one of their kings, and there is fierce competition to receive mentoring from the keepers of dwarven traditions.
Sama: Saman minstrels favour the goge fiddle and drum- see Sama gazetteer
Bomgol: extra reciprocal favour request from patron possible- see Bomgol gazetteer
The troll cantor (an NPC class only) is an unusual blend of minstrel and priest, with a high degree of social standing in Troll and non-Troll society alike. Troll visual art, theatre, and storytelling are currently the rage in the playhouses of the Coastal Heartlands, as the elites see the creatures’ culture as a “primitive ideal”. This conveniently ignores their evil and violent tendencies.
The minstrel may select a Class Skill for he has a special knack. The minstrel gains a +3 bonus in that single Skill.
A minstrel with 3 or more ranks in a Perform skill can use song, poetics, or oratory to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, the ally must be able to hear the minstrel. The effect lasts for as long as the ally hears the minstrel and for 5 rounds thereafter.
An affected ally (or the minstrel himself) receives a +1 morale bonus on saving throws vs Charm and Fear effects, and a +1 bonus on attack rolls and weapon damage.
At 2nd level, the minstrel gains the ability to draw upon his depths of knowledge and research. The minstrel makes a Lore Check equal to his level + intelligence modifier to see whether you knows anything about local notable people, famous items, or noteworthy places .If the minstrel has Knowledge ranks of 5 or more in the subject, he gains an additional +2 to the roll. The minstrel may not Take 10 or 20 on Loremaster checks.
A minstrel with 5 or more ranks in a Perform Skill can use music, poetry, or oratory to cause one creature to give his undivided attention to the minstrel. Such an effect is physical, not magical in nature. The creature to be fascinated must be within 90 feet, able to hear, see, and understand the minstrel (GM’s discretion where music is concerned on a creature of a different race). The creature must also be able to pay attention to the minstrel. The minstrel must also be able to see the creature. The distractions of a nearby combat or danger prevent the ability from working.
To use the ability, a minstrel makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If the creature’s saving throw succeeds, the minstrel cannot attempt to fascinate the creature again for 24 hours. If its saving throw fails, the creature sits quietly, listening to the minstrel and taking no other action, for as long as the minstrel continues to Perform and concentrate, up a maximum number of rounds equal to the minstrel’s level.
When fascinated, the target takes a –4 modifier on skills checks such ass Listen or Spot. Any potential threat causes the minstrel to make another Perform check and allows the creature another saving throw against a DC equal to the new Perform check result.
Any obvious threat to the target (such as drawing a weapon, pointing a bow, preparing a spell) automatically breaks the fascination.
At 4th level, the minstrel has become an established figure. He gains a +2 on Bluff, Diplomacy, and any one Knowledge check of his choice related to his character background (e.g.- a storyteller would gain the bonus in Knowledge Legends or Knowledge History)
At 5th level, the minstrel gains the ability to cast minor magical spells (known as cantrips). The number of spells known increases at each level, but is dependent on the minstrel’s wisdom ability score. The minstrel may only cast a certain number of cantrips per day, no matter how many he knows. A specific cantrip may be repeated as many times as desired within a single day.
Every time a minstrel casts a spell, he must make a Will Save vs the Spell’s DC. If the Save is successful, there are no penalties. If the Save is failed, the minstrel takes 1 point of Subdual Damage per level of the spell cast. Subdual damage accumulates as per normal, alongside HP damage.
All damage is taken at the successful conclusion of the casting. It is possible that a minstrel with only 1 HP could cast a spell and then collapse into unconsciousness at the end of his action. Any spells that require continuous concentration/casting will disappear at the conclusion of the combat round or a ten second interval.
Established minstrels are able to attract patrons who gladly support their work. Sometimes using such patronage in their own social maneuvering. It matters to the minstrel however, as they are glad for the financial and social backing. The minstrel acquires a patron, chosen by the GM. The minstrel can ask for boons, such as money, favours, hirelings, invitations to social events, etc from their patron, based upon the Patron Influence table. The minstrel rolls a D20 + Charisma modifier + other modifiers assigned by GM.
The check can be modified at the DM’s discretion.
• Requesting multiple favours (-4)
• Recently requested favour (-4)
• Request is awkward or inconvenient for the Patron (-2)
• Request dangerous or difficult for the patron (-4)
• Minstrel recently did a favour for the patron (+4)
• Minstrel is sworn in service to patron (+4)
• Minstrel is sworn in service to ally of patron (+2)
At 6th level, the Minstrel's Inspire Courage modifier increases to +2.
At 6th level, the minstrel gains an additional +3 in the Skill selected for Skill Focus back at 1st level.. Alternatively, he/she may select a different Skill, but only receive a +2 bonus in that selected Skill.
A minstrel with 7 or more ranks in a Perform skill can use his music, poetry, or oratory to counter bonuses that depend on sound (e.g.- other minstrels’ fascinate skill, raider’s inspire courage skill, as well as magical spell effects that depend on sound). Each round the minstrel attempts to disrupt another’s sound-based bonus, he makes a Perform check. Any creature within 30 feet of the minstrel (including the minstrel himself) that is affected by sound-related action may use the minstrel’s Perform check in place of its own saving throw (determined after the saving throw is rolled). The minstrel can conduct a countersong for up to 10 consecutive rounds per encounter.
The minstrel’s experience allows him to fight strategically. The minstrel selects one weapon. When using that weapon, the minstrel adds his Wisdom bonus to his attack and defense rolls, in addition to any other applicable bonuses.
At 8th level, Minstrels acquire a minor physical abnormality. The player is encouraged to create a minor oddity about the character. The appearance of the Numen is not debilitating, but reflects that, since the Minstrel has reached a certain level of arcane prowess, the gods have marked him or her.
The minstrel gains the favour of the gods (or at least one of them). Once per day the minstrel may re-roll any one die roll just made, as long as the outcome of the roll depends upon luck more than Skill, Craft, Profession, or Knowledge (e.g.- Listen, Search, Reflex Saves, attack and damage rolls). The minstrel may choose the more successful of the two rolls.
At 10th level, a skilled minstrel can put together a Masterpiece. This can be a song, a wok of art, or poem, depending on the minstrel. The masterpiece will often be stamped with the maker’s mark, which may be a literal mark or a particular style.
To create the item takes time, money, skill, and is not to be undertaken lightly. The DC check will be assessed by the GM. The check to produce the item is related to the minstrel’s skills and trade (usually a Craft or Profession check). Such an item takes 200-300% longer than a regular item, costs a similar value in XP, and in gold (plus any expenses for ornamentation as determined by the GM).
A masterwork weapon gives a non-magical +1 bonus in combat. A masterwork instrument or tool confers a similar +1 bonus when used for appropriate checks. A masterwork poem, writing, or performance will provide a +1 bonus to reaction-related checks (diplomacy, gather information, etc.)
Appraise, Balance, Bluff, Concentration, Craft, Diplomacy, Disguise, Forgery, Hide, Knowledge Architecture, Knowledge Foreign Cultures, Knowledge History, Knowledge Legends, Knowledge Local, Knowledge Nobility, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Swim, Tumble
