The Minstrel
The Minstrel is a vagrant musician, bard or troubadour. He is a teller of old tales, folklore, legends,a singer of songs and an expert in minnesong. He might be not a typical adventurer at first, but with his unique knowledge he is a jack of all trades and a much valued companion. He isn´t an offensive fighter or magic user, but like the Assassin, he has a lot of other useful and inimitable skills to choose from.
Minimum Requirements
To be a Minstrel a player must roll a character with Looks of at least 9.
Character Creation Summary
A. Strength, Reflexes, Intelligence, Psychic Talent and Looks: roll 3d6 for each.
B. Health Points: roll 1d6+5
C. Basic ATTACK 12, DEFENCE 5
D. Basic MAGICAL DEFENCE 4
E. Basic EVASION 4
F. Basic STEALTH 13, PERCEPTION 5
G. Initially equipped with backpack, lantern, flint & tinder, dagger,
shortsword or staff, gambeson, musical instrument, 2-20 florins.
Combat Penalties for wearing armour
-1 from ATTACK and DEFENCE for wearing mail hauberk; -3 for mail armour; -4 for plate armour.
Weapon Limitations
A Minstrel does not use Two-handed weapons, except a staff, bow or crossbow.
Choosing Skills
The Minstrel starts with three skills and gains one more skill at rank 2, 4, 6, 8, etc. If you play a more „fantasy like“ setting, he can gain one magical tune at rank 3, 5, 7, 9, etc.
Starting Skills
Legend and Folklore
This is the same as the Friar skill.
Perform for Shelter
The Minstrel has never to pay for an evening meal or an overnight stay in a barn, cottage or inn, as long as he performs some of his fine art for the habitants there. He might even get some apples or a small but well needed part of equipment for the next day of travel. Of course, this may be only the case if the Minstrel stays in a non-hostile village, castle or town.
Encourage
This is the same as the Friar „Exhortation“ skill, but more in a poetry way.
Other Skills
Memorize
This is the same as the Assassin skill.
Heraldy
This is the same as the Knight skill.
Appraise Enemy
This is the same as the Warlocks skill.
Favored by Many
This is the same as the Friar „Ministration“ skill, but more in a festive or folksy way.
Bardic Knowledge
Even without being literate or knowing a specific language, the Minstreal can read, understand or even speak at least some words of a written message or foreign (non-magical) language . Thats because of the many ballads, poems and songs he had heared during his travels. The player must roll successful under a 5 + rank of his character on 1d20 to use this skill. The Minstrel can take this skill a second time, to gain a +2 bonus on the roll. Maybe he knows some single words or he remembers a poem or song with an identical phrase.
Disarm Technique
This is the same as the Knight skill. Some Minstrels are more some kind of a „Swashbuckler“. This might be too much „fantasy like“ for some players, so you can ignore that skill if it doesn´t fit into your campaign.
Trip Enemy
A good combat technique to escape from trouble. Instead of making an attack, the Minstrel can roll under his EVASION + rank on 2d10 to escape combat. The Minstrel can rout without a free strike agains him. If the Minstrel fights more than one enemy, he must roll for each opponent individual. Some larger or even ghostly Monster can´t be tripped (GamesMasters decision).
Shield of virtuosity
This is a semi-magical skill. While playing a magical tune, the Minstrel is protected by the effect of a normal shield. Any blow on him is deflected on a roll of 1 on 1d6.
Magical Tunes
At rank 3 and above, a Minstrel can play magical tunes. He needs both hands to play his instrument, so he can´t carry a weapon, a shield or even a lantern, while playing a magical tune. A Minstrel can only move half his normal speed while playing his instrument, and can do nothing else in that round. The Minstrel can play a tune as long as he wants, until he has to made a different task (climbing, evading a javelin or other trap), gets tired or wounded by an attack. He can only start again playing a tune after a number of combat rounds, equal to the Health Points he had lost by the attack. While a Minstrel is playing a tune, the party can´t surprise any monters and all Monster who can hear the Minstrel are also warned!
Tune of Light
The Minstreal can create a small circle of soft light around himself (5m). It provides the party with a light level of about a full moon night. The light will go on, as long as the Minstrel plays this tune and will expire a number of minutes equal to his rank, after he stopped playing.
Tune of Hearten (minor/major)
This tune gives a whole party of characters within 20m +1 to ATTACK, DEFENSE and EVASION, while playing. The Minstel can choose this tune a second time, to provide the party a bonus of +2.
Tune of Protection (minor / major)
This tune provides the whole party within 20m with a +2 bonus to MAGICAL DEFENSE, while playing. He can choose this tune a second time. In addition, the tune will then also force any successful MAGICAL ATTACK against a party member to be rerolled.
Tune of Tasks
While playing this tune, the Minstrel can give another player character a bonus to any characteristics or Percetion test, depending on the Minstrels LOOKS score (Looks 13-15, +1 bonus; 16-18, +2 bonus). If the companion still fails the test, the bonus did not apply on a second try.
Tune of Dispel
This tune can only be learned after the (at least minor) Tune of Protection has been chosen. It will dispel any harmful or drawback rank 1, 2 or 3 spell with a chance of 5 + rank of the Minstrel on 1d20. Roll each combat round for each spell individualy.
Tune of Uncurse
This tune will dispel a curse, which is delayed at least one week or more, with a chance of 5 + rank of the Minstrel on 1d20. The Minstrel can attempt this tune only once per curse. There is a chance of 10% (regardless if the curse is dispeld or not), that the curse will switch over to the Minstrel. A Minstrel can´t dispel a curse which is layed on himself.
Increasing in Rank
+1 to ATTACK and DEFENCE when the character reaches 3rd rank, 5th rank, 7th rank, etc.
+1 to the character´s normal Health Points score each time he increases in rank.
+1 to characters MAGICAL DEFENCE each time he increases in rank.
+1 to characters EVASION upon reaching 5th rank, then another +1 on reaching 9th rank.
+1 to characters PERCEPTION and STEALTH when the character reaches 4rd rank, 7th rank, 10th rank, etc.
The Minstrel is a vagrant musician, bard or troubadour. He is a teller of old tales, folklore, legends,a singer of songs and an expert in minnesong. He might be not a typical adventurer at first, but with his unique knowledge he is a jack of all trades and a much valued companion. He isn´t an offensive fighter or magic user, but like the Assassin, he has a lot of other useful and inimitable skills to choose from.
Minimum Requirements
To be a Minstrel a player must roll a character with Looks of at least 9.
Character Creation Summary
A. Strength, Reflexes, Intelligence, Psychic Talent and Looks: roll 3d6 for each.
B. Health Points: roll 1d6+5
C. Basic ATTACK 12, DEFENCE 5
D. Basic MAGICAL DEFENCE 4
E. Basic EVASION 4
F. Basic STEALTH 13, PERCEPTION 5
G. Initially equipped with backpack, lantern, flint & tinder, dagger,
shortsword or staff, gambeson, musical instrument, 2-20 florins.
Combat Penalties for wearing armour
-1 from ATTACK and DEFENCE for wearing mail hauberk; -3 for mail armour; -4 for plate armour.
Weapon Limitations
A Minstrel does not use Two-handed weapons, except a staff, bow or crossbow.
Choosing Skills
The Minstrel starts with three skills and gains one more skill at rank 2, 4, 6, 8, etc. If you play a more „fantasy like“ setting, he can gain one magical tune at rank 3, 5, 7, 9, etc.
Starting Skills
Legend and Folklore
This is the same as the Friar skill.
Perform for Shelter
The Minstrel has never to pay for an evening meal or an overnight stay in a barn, cottage or inn, as long as he performs some of his fine art for the habitants there. He might even get some apples or a small but well needed part of equipment for the next day of travel. Of course, this may be only the case if the Minstrel stays in a non-hostile village, castle or town.
Encourage
This is the same as the Friar „Exhortation“ skill, but more in a poetry way.
Other Skills
Memorize
This is the same as the Assassin skill.
Heraldy
This is the same as the Knight skill.
Appraise Enemy
This is the same as the Warlocks skill.
Favored by Many
This is the same as the Friar „Ministration“ skill, but more in a festive or folksy way.
Bardic Knowledge
Even without being literate or knowing a specific language, the Minstreal can read, understand or even speak at least some words of a written message or foreign (non-magical) language . Thats because of the many ballads, poems and songs he had heared during his travels. The player must roll successful under a 5 + rank of his character on 1d20 to use this skill. The Minstrel can take this skill a second time, to gain a +2 bonus on the roll. Maybe he knows some single words or he remembers a poem or song with an identical phrase.
Disarm Technique
This is the same as the Knight skill. Some Minstrels are more some kind of a „Swashbuckler“. This might be too much „fantasy like“ for some players, so you can ignore that skill if it doesn´t fit into your campaign.
Trip Enemy
A good combat technique to escape from trouble. Instead of making an attack, the Minstrel can roll under his EVASION + rank on 2d10 to escape combat. The Minstrel can rout without a free strike agains him. If the Minstrel fights more than one enemy, he must roll for each opponent individual. Some larger or even ghostly Monster can´t be tripped (GamesMasters decision).
Shield of virtuosity
This is a semi-magical skill. While playing a magical tune, the Minstrel is protected by the effect of a normal shield. Any blow on him is deflected on a roll of 1 on 1d6.
Magical Tunes
At rank 3 and above, a Minstrel can play magical tunes. He needs both hands to play his instrument, so he can´t carry a weapon, a shield or even a lantern, while playing a magical tune. A Minstrel can only move half his normal speed while playing his instrument, and can do nothing else in that round. The Minstrel can play a tune as long as he wants, until he has to made a different task (climbing, evading a javelin or other trap), gets tired or wounded by an attack. He can only start again playing a tune after a number of combat rounds, equal to the Health Points he had lost by the attack. While a Minstrel is playing a tune, the party can´t surprise any monters and all Monster who can hear the Minstrel are also warned!
Tune of Light
The Minstreal can create a small circle of soft light around himself (5m). It provides the party with a light level of about a full moon night. The light will go on, as long as the Minstrel plays this tune and will expire a number of minutes equal to his rank, after he stopped playing.
Tune of Hearten (minor/major)
This tune gives a whole party of characters within 20m +1 to ATTACK, DEFENSE and EVASION, while playing. The Minstel can choose this tune a second time, to provide the party a bonus of +2.
Tune of Protection (minor / major)
This tune provides the whole party within 20m with a +2 bonus to MAGICAL DEFENSE, while playing. He can choose this tune a second time. In addition, the tune will then also force any successful MAGICAL ATTACK against a party member to be rerolled.
Tune of Tasks
While playing this tune, the Minstrel can give another player character a bonus to any characteristics or Percetion test, depending on the Minstrels LOOKS score (Looks 13-15, +1 bonus; 16-18, +2 bonus). If the companion still fails the test, the bonus did not apply on a second try.
Tune of Dispel
This tune can only be learned after the (at least minor) Tune of Protection has been chosen. It will dispel any harmful or drawback rank 1, 2 or 3 spell with a chance of 5 + rank of the Minstrel on 1d20. Roll each combat round for each spell individualy.
Tune of Uncurse
This tune will dispel a curse, which is delayed at least one week or more, with a chance of 5 + rank of the Minstrel on 1d20. The Minstrel can attempt this tune only once per curse. There is a chance of 10% (regardless if the curse is dispeld or not), that the curse will switch over to the Minstrel. A Minstrel can´t dispel a curse which is layed on himself.
Increasing in Rank
+1 to ATTACK and DEFENCE when the character reaches 3rd rank, 5th rank, 7th rank, etc.
+1 to the character´s normal Health Points score each time he increases in rank.
+1 to characters MAGICAL DEFENCE each time he increases in rank.
+1 to characters EVASION upon reaching 5th rank, then another +1 on reaching 9th rank.
+1 to characters PERCEPTION and STEALTH when the character reaches 4rd rank, 7th rank, 10th rank, etc.