REIJIN (Minstrel)

 

    In a land governed by custom and oral traditions, the Reijin plays a vital role – equal parts entertainer, historian, newsman, and propagandist. They are the repositories of the history of the land and its traditions, and while they have no official function, they wield great influence, making and breaking reputations with their tales. Many a high Lord has come to regret incurring the wrath of one of these spinners of tales.

    Reijins travel from village to castle to town gathering tales and news, and given that even great Lords often live their entire lives without ever traveling more than a province or two from the place of their birth, the Reijin This makes them both the best traveled and best informed of all the people of Zaidan and are thus generally welcome wherever they go.

 

DOMAIN-LEVEL INFORMATION

RP Collection: Reijin collect RP from the following holding types at the rates indicated below:

-          Province: Full

-          Law: Half

-          Manor: Full

-          Guild: Half

 

Class Action: Agitate or Diplomacy

 

CHARACTER-LEVEL INFORMATION

Alignment: Any non-lawful.

 

Status: Neither.

 

Hit Die: d6.

 

Class Skills: The Reijin’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomatic (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Lead (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

 

Skill Points at 1st Level: (6 + Int modifier) x4.

 

Skill Points at Each Additional Level: 6 + Int modifier.

 

TABLE: THE REIJIN

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells per Day

0

1st

2nd

3rd

4th

5th

6th

1st

+0

+0

+2

+2

Music, lore, countersong, fascinate, inspire courage +1

2

2nd

+1

+0

+3

+3

 

3

0

3rd

+2

+1

+3

+3

Inspire competence

3

1

4th

+3

+1

+4

+4

 

3

2

0

5th

+3

+1

+4

+4

 

3

3

1

6th

+4

+2

+5

+5

Suggestion

3

3

2

7th

+5

+2

+5

+5

 

3

3

2

0

8th

+6/+1

+2

+6

+6

Inspire courage +2

3

3

3

1

9th

+6/+1

+3

+6

+6

Inspire greatness

3

3

3

2

10th

+7/+2

+3

+7

+7

 

3

3

3

2

0

11th

+8/+3

+3

+7

+7

 

3

3

3

3

1

12th

+9/+4

+4

+8

+8

Song of freedom

3

3

3

3

2

13th

+9/+4

+4

+8

+8

 

3

3

3

3

2

0

14th

+10/+5

+4

+9

+9

Inspire courage +3

4

3

3

3

3

1

15th

+11/+6/+1

+5

+9

+9

Inspire heroics

4

4

3

3

3

2

16th

+12/+7/+2

+5

+10

+10

 

4

4

4

3

3

2

0

17th

+12/+7/+2

+5

+10

+10

 

4

4

4

4

3

3

1

18th

+13/+8/+3

+6

+11

+11

Mass suggestion

4

4

4

4

4

3

2

19th

+14/+9/+4

+6

+11

+11

 

4

4

4

4

4

4

3

20th

+15/+10/+5

+6

+12

+12

Inspire courage +4

4

4

4

4

4

4

4

 

TABLE: REIJIN SPELLS KNOWN

Level

Spells Known

0

1st

2nd

3rd

4th

5th

6th

1st

4

2nd

5

21

3rd

6

3

4th

6

3

21

5th

6

4

3

6th

6

4

3

7th

6

4

4

21

8th

6

4

4

3

9th

6

4

4

3

10th

6

4

4

4

21

11th

6

4

4

4

3

12th

6

4

4

4

3

13th

6

4

4

4

4

21

14th

6

4

4

4

4

3

15th

6

4

4

4

4

3

16th

6

5

4

4

4

4

21

17th

6

5

5

4

4

4

3

18th

6

5

5

5

4

4

3

19th

6

5

5

5

5

4

4

20th

6

5

5

5

5

5

4

1. Provided the Reijin has a high enough Charisma score to have a bonus spell of this level.

 

Class Features

All of the following are class features of the Reijin.

Weapon and Armour Proficiency: A Reijin is proficient with all simple weapons, plus the sap, short sword, shortbow, and whip. Reijins are proficient with light armour and tessen. A Reijins can cast Reijins spells while wearing light armour without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Reijins wearing medium or heavy armour or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Reijins still incurs the normal arcane spell failure chance for arcane spells received from other classes.

 

Spells: A Reijins casts arcane spells, which are drawn from the Reijins spell list. He can cast any spell he knows without preparing it ahead of time. Every Reijins spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Reijins must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Reijin’s spell is 10 + the spell level + the Reijin’s Charisma modifier.

    Like other spellcasters, a Reijins can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Reijin. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Reijin Spells Known indicates that the Reijins gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

    The Reijin’s selection of spells is extremely limited. A Reijins begins play knowing four 0-level spells of your choice. At most new Reijins levels, he gains one or more new spells, as indicated on Table: Reijin Spells Known. (Unlike spells per day, the number of spells a Reijins knows is not affected by his Charisma score; the numbers on Table: Reijin Spells Known are fixed.)

    Upon reaching 5th level, and at every third Reijins level after that (8th, 11th, and so on), a Reijins can choose to learn a new spell in place of one he already knows. In effect, the Reijins “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Reijins spell the Reijins can cast. A Reijins may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    As noted above, a Reijins need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

 

Lore: A Reijins may make a special lore check with a bonus equal to his Reijins level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the Reijins has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A Reijins may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

TABLE: LORE RESULTS

DC

Type of Knowledge

10

Common, known by at least a substantial minority drinking; common legends of the local population.

20

Uncommon but available, known by only a few people legends.

25

Obscure, known by few, hard to come by.

30

Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

 

Music: Once per day per Reijins level, a Reijins can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum Reijins level and a minimum number of ranks in the Perform skill to qualify; if a Reijins does not have the required number of ranks in at least one Perform skill, he does not gain the music ability until he acquires the needed ranks.

    Starting a music effect is a standard action. Some music abilities require concentration, which means the Reijins must take a standard action each round to maintain the ability. Even while using music that doesn’t require concentration, a Reijins cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Reijins has a 20% chance to fail when attempting to use music. If he fails, the attempt still counts against his daily limit.

-          Countersong (Su): A Reijin with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Reijin (including the Reijin himself ) that is affected by a sonic or language-dependent magical attack may use the Reijin’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Reijin’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Reijin may keep up the countersong for 10 rounds.

-          Fascinate (Sp): A Reijin with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Reijin, and able to pay attention to him. The Reijin must also be able to see the creature. The distraction of a nearby combat or other danger prevents the ability from working. For every three levels a Reijin attains beyond 1st, he can target one additional creature with a single use of this ability.

    To use the ability, a Reijins makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the Reijins cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Reijins continues to play and concentrate (up to a maximum of 1 round per Reijins level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Reijins to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

-          Inspire Courage (Su): A Reijin with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Reijin sing. The effect lasts for as long as the ally hears the Reijin sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Reijin levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

-          Inspire Competence (Su): A Reijin of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Reijin. The Reijin must also be able to see the ally.

    The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Reijin’s music. Certain uses of this ability are infeasible. The effect lasts as long as the Reijins concentrates, up to a maximum of 2 minutes. A Reijins can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

-          Suggestion (Sp): A Reijin of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Reijin’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

    Making a suggestion doesn’t count against a Reijin’s daily limit on music performances. A Will saving throw (DC 10 + 1/2 Reijin’s level + Reijin’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

-          Inspire Greatness (Su): A Reijin of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Reijin attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, and four at 18th). To inspire greatness, a Reijin must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Reijin sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

-          Song of Freedom (Sp): A Reijin of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s Reijin level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Reijin can’t use song of freedom on himself.

-          Inspire Heroics (Su): A Reijin of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Reijin levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Reijin must sing and an ally must hear the Reijin sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Reijin sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

-          Mass Suggestion (Sp): This ability functions like suggestion, above, except that a Reijin of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

 

Ex-Reijins

A Reijins who becomes lawful in alignment cannot progress in levels as a Reijins, though he retains all his Reijins abilities.

 

Based on the Bard class from The Player's Handbook.