Minstrel
Biography
Class
http://wiki.rpg.net/index.php/Minstrell
Build
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Feat’s
Skill Trick
movement
Nimble Stand
[movement]
You can rely on your acrobatic talent to stand up from prone safely.
Prerequisite: Tumble 8 ranks.
Benefit: You can stand up from prone without provoking attacks of opportunity.
Invocations
Least
Aquatic Adaptation
Least; 2nd
When you use this invocation, you gain the ability to breathe underwater. You also gain a swim speed equal to your base land speed. You breath weapon functions normally underwater regardless for its effect. The invocation’s effect lasts 24 hours.
See the unseen
Least; 2nd
You grand yourself great powers of vision, allowing you to see invisible creatures and objects, as the see invisibility spell (PH 275). You also gain dark vision out to 60 feet for 24 hours.
See Invisibility: “You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.”
Lesser
Walk Unseen
Lesser; 2nd
You gain the ability to fade from view. You can use invisibility (self only) as the spell (PH245), except that the duration is 24 hours.
Invisibility: “The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.”
Draconic Flight
Lesser; 3rd
When you use this invocation, you sprout spectral wings resembling those of a dragon. You can fly at a speed equal to your land speed with good maneuverability for 24 hours. Your wings allow you to cover overland distances with great endurance; you gain a +4 bonus on Constitution checks made to avoid nonlethal damage from forced march.
Equipment:
Anklet of Translocation
Body slot: Feet Activation: Swift (command) Number: 2 / day Cost: 1400gp
An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect.
You can’t use the anklet to move into a space occupied by another creature, nor can u teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you.
Wyrmfang Amulet
Slot: Throat Price: 1350gp activation: none (Permanent)
All attacks you make with natural weapons or unarmed strikes while wearing this amulet overcome damage reduction as through they were magic weapons. (The attacks don’t get an enhancement bonus, just the ability to overcome some creatures damage reduction)
Amber Amulet of Vermin (giant bee)
Body slot: Throat Activation: Standard (command) Number: 1 / day Cost: 500gp
This item summons a giant vermin that appears and obeys your commands for 1 minute (as if summoned by summon nature’s ally). At the end of this duration, the creature vanishes.
Eight varieties of the amber amulet of vermin exist (see table for the details of each version). An amber amulet of vermin works once per day.
GIANT BEE
Medium Vermin
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Sting +2 melee (1d4 plus poison)
Full Attack: Sting +2 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9
Skills: Spot +5, Survival +1*
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.
A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Collapsible Pole:
(dungeonscape) Cost: 20gp
This 2-foot-long wooden pole is composed of six telescoping sections that allow it to extend to a length of 12 feet. Each section can be turned to lock in place to prevent the pole from collapsing prematurely. The pole can be partially extended to 4 feet, 6 feet, 8 feet or 10 feet. You can use the pole to jam doors. Pass objects across pits, spring traps, or serve any other needed function. The thinnest section of a collapsible pole can be inserted into a second pole, creating a sturdy pole of up to 22 feet in length. Expanding or collapsing a pole is a full round action.
Lard:
(dungeonscape) Cost: 2gp
Simple cooking lard can be a great aid to dungeoneers. You can spread it on the floor to make a slippery area similar to that created by a grease spell (PH 237). Applying lard in this manner takes 1 minute, but the coated area remains slippery for 1 hour. You can also take 1 minute to coat yourself in lard, which grants you a +5 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or pin. The bonus lasts for 10 minutes.
Listening Cone:
(dungeonscape) Cost: 8sp
This iron cone can be placed against a surface, such as a door, to aid in listen checks made through the surface. The DC for listening though a door when using a cone increases by 2 (rather then 5), and the DC for listening though stone walls increases by 5 (rather then 15). Listening cones have no effect if not used against a surface.
Alchemist’s Fire:
(SDR) Cost: 20gp
You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Antitoxin (vial) :
(SDR) Cost: 50gp
If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Masterwork Thief tools:
(SDR) Cost: 100gp
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.
Full cloth, winter:
(Arms and Equipment Guide) Cost: 4gp
This is a heavily quilted undergarment that is worn underneath regular clothing to protect the wearer against cold.
Winter fullcloth is considerd part if the weather outfit described in the players handbook. If worn by itself, it grants a +1 circumstance bonus on fortitude saving throuws against exposure to cold weather (see Cold Dangers in Chapter 3 of the DMG)
Acid (flask):
(SDR) Cost: 10gp
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Rubber ball:
(dungeonscape) Cost: 3gp
A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, travelling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less then 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object , it reverses direction and continues rolling.
Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball doesn’t return. For example, if you hear a splash, you know that a liquid object lies ahead.
Goggles of minute seeing:
(SDR) Body slot: Eyes Activation: X Number: X Cost: 1250gp
The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.
Healing belt
(Magic item compendium) Body slot: Waist Activation: standard (command) Number: 3 charges Cost: 750gp
While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.
In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: heals 3d8 points of damage.
3 charges: heals 4d8 points of damage.
Thieving helmet :
(Arms and Equipment Guide) Cost: 10gp
This specially designed helmet has metal funnels around the ears, which grant a +1 circumstance bonus on Listen checks.