Trainer: Bard - Tier 4
Trainers
Trainer: Bard
160 lbs
35
4852.13

187 / 187
35 / 35
13
15
30
16
1
5
2

Necklace, Gold
Leather Jerkin
Gloves, Leather
Clothes, Entertainer’s
Guild Ring
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Leather Jerkin
    32 45 gp
  • Lute
    20.61 35 gp
  • Clothes, Entertainer’s
    3 gp
  • Pants, Cloth
    0.8 gp
  • Guild Ring
    5 gp
  • Necklace, Gold
    250 gp
  • Leather Jerkin
    32 45 gp
  • Lute
    20.61 35 gp
  • Shoes, Leather
    1 gp
  • Pants, Cloth
    0.8 gp
  • Gloves, Leather
    5 gp


  • Passive Abilities:
  • Advanced Armor Training - Light
    75 2000 gp

  • Abilities:
  • Frightening Mockery

  • Quick Abilities:
  • Subtle Stride
    500 gp
  • Tavern Charmer
  • Soft Truths
  • Agile Dodge
    500 gp
  • Fleet of Foot
    24.8 1000 gp
  • Duelist’s Rhythm
    480
  • Coin-Flip Stinger

  • Free Abilities:
  • Traveler’s Tune
    24.24


  • Monster Bits:
  • 27 Humanoid Blood
    0.15 gp
  • 72 Animal Bone
    0.03 gp
  • 48 Animal Fat
    0.5 gp
  • 168 Animal Meat
    0.05 gp
  • 24 Soft Skin
    0.05 gp

Your fingers trace the worn leather strap of the Bard's Trainer, its surface etched with faint musical runes that hum faintly under touch. Silver clasps gleam like plucked strings, securing a compact scroll case within, exuding the scent of aged parchment and pine resin. As you unroll it, illuminated notes dance in the air, whispering melodies that sharpen your vocal timbre and rhythmic precision.

Trainers
Creature Sub Type

Trainers are veteran experts and legendary mentors who dedicate their lives to forging stronger adventurers. 🏋️ For a price — whether heaps of gold, rare magical components, ancient relics, or personal favors — they train Player Characters to elevate their skills, master new techniques, and unlock hidden potential based on each individual’s existing abilities and class. Combat veterans drill warriors in advanced fighting styles, master mages teach complex spells and arcane theory, and cunning specialists coach rogues and bards in stealth, deception, and social mastery.

Most Trainers operate from established training halls, private academies, or exclusive guild dojos in cities, while others travel between adventuring hubs or set up temporary camps near dungeons and strongholds. Though they no longer risk their lives in the field, they take significant financial and reputational risks by investing their time in promising heroes. Many belong to respected orders or guilds that protect their reputation and ensure payment is delivered.

The best Trainers don’t just teach — they challenge. Their rigorous programs often include dangerous trials, personal quests, or tests of character that push students to their limits, turning training into its own form of adventure. Wise parties seek out these mentors between major expeditions to return stronger, faster, and better prepared for the dangers ahead. A good relationship with a Trainer can be one of the most valuable investments an adventurer ever makes

  • Trainer
  • Trainers are expert mentors who use their own skills to coach player characters—for gold, rare components, favors, or other payment—helping them raise skills and unlock potential tied to their abilities and class. Parties often visit them between expeditions to come back better prepared.

Trainer: Bard
Creature Sub Type
4703.37

Bard trainers of this tier refine performance into practiced craft, teaching layered compositions, sharper rhetoric, and adaptable presentation. Their students learn to sway crowds, preserve local histories, negotiate through charm, and shift smoothly between courtly entertainment, campfire tales, and ceremonial performance.

  • Essences:
  • Body: +2
  • Mind: +4
  • Soul: +5
  • Spirit: 35

Leather Jerkin
Gloves, Leather
Pants, Cloth
Shoes, Leather
 

  • Inventory Equipped:
  • Leather Jerkin
    32 45 gp
  • Lute
    20.61 35 gp
  • Shoes, Leather
    1 gp
  • Pants, Cloth
    0.8 gp
  • Gloves, Leather
    5 gp

  • Trainer
  • Trainers are expert mentors who use their own skills to coach player characters—for gold, rare components, favors, or other payment—helping them raise skills and unlock potential tied to their abilities and class. Parties often visit them between expeditions to come back better prepared.

  • Skill Tier 8:
  • Drums Skill
  • Influence
  • Zithers Skill
  • Stringed, Bow Skill
  • Stringed, Plucked Skill
  • Pipes Skill
  • Keyboards Skill
  • Horns Skill
  • Harps Skill
  • Cymbals Skill
  • Light Armor Skill
  • Bending Weapon Skill
  • One-Handed Melee Weapon Skill
  • Archery Weapon Skill
  • Willpower
  • Music
  • Flutes Skill

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music