Trainer: Knight - Tier 4
Trainers
Trainer: Knight
220 lbs
35
9513.08

315 / 315
10
23
30
22
3
5
22

Plate
Bracers, Platinum
Greaves, Platinum
Boots, Iron
Longsword
 
Medium Shield


  • Passive Abilities:
  • Extra Weapon Damage - Cold (d6)
    4.69 1000 gp
  • Critical Hit Range: +3
    25000 gp
  • All Incoming Damage Changed by Percentage: -20%
    50 10000 gp
  • Magical AC +3
    30 16000 gp
  • Knightly Presence
    1500 gp
  • Advanced Armor Training - Shields
    75 2000 gp
  • Advanced Armor Training - Heavy
    225 6000 gp

  • Quick Abilities:
  • Solid Armament
    120 1000 gp

  • Attack Abilities:
  • Pommel Strike
    4.89
  • Short Draw
    400 gp
  • Arcing Slash
  • Measured Cut
    500 gp
  • Lacerating Strike
    1.67
  • Bloodhound's Step
    13.42 750 gp

  • Reaction Abilities:
  • Lock Blades
    30 1000 gp
  • Unshakable Defense
    3000 gp


  • Monster Bits:
  • 182 Humanoid Blood
    0.15 gp
  • 462 Animal Bone
    0.03 gp
  • 308 Animal Fat
    0.5 gp
  • 1078 Animal Meat
    0.05 gp
  • 154 Soft Skin
    0.05 gp

The knight's armor gleams with etched steel plates, reinforced at joints with riveted leather straps that creak under tension. A broadsword hangs at the hip, its pommel shaped like a roaring lion's head, while chainmail links shimmer faintly from embedded enchantments. Spurs jingle softly on polished boots, and a crimson cloak billows from pauldrons forged in tier-four mastery, ready to command the battlefield's fury.

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: Knight
Creature Sub Type
4179.25

Knight trainers of this tier shape paragons of chivalric warfare, teaching siege leadership, elite cavalry doctrine, dueling mastery, and the burdens of command. Their pupils are expected to embody martial honor, direct complex engagements, and serve as exemplars to squires, soldiers, and lesser nobles alike.

  • Essences:
  • Body: +5
  • Mind: +4
  • Soul: +3

Plate
Bracers, Mithral
Greaves, Mithral
Boots, Mithral
Longsword
 
Medium Shield

  • Inventory Equipped:
  • Plate
    78 900 gp
  • Longsword
    4.01 15 gp
  • Bracers, Mithral
    600 12000 gp
  • Boots, Mithral
    450 36000 gp
  • Greaves, Mithral
    300 30000 gp
  • Medium Shield
    39.88 10 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:
  • Fortitude
    47.23
  • Balance
  • Archery Weapon Skill
  • One-Handed Melee Weapon Skill
  • Two-Handed Melee Weapon Skill
  • Throwable Weapon Skill
  • Natural Armor Skill
  • Natural Weapon Skill
  • Heavy Armor Skill
  • Light Armor Skill
  • Medium Armor Skill
  • Shield Armor 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