Paid Training

Individuals in the West Marches game may purchase training equal to the XP they have actually earned ingame already. Get 200xp from an adventure, you may then buy up to 200xp to match it.

Current Level Cost per XP(inCP) Full Level
1 1 10 gp
2 2 40 gp
3 4 120 gp
4 8 320 gp
5 16 800 gp
6 32 1920 gp
7 64 4480 gp
8 128 10240 gp
9 256 23040 gp
10 512 51200 gp
11 1024 112640 gp
12 2048 245760 gp
13 4096 532480 gp
14 8192 1146880 gp
15 16384 2457600 gp
16 32768 5242880 gp
17 65536 11141120 gp
18 131072 23592960 gp
19 262144 49807360 gp
20 524288 104857600 gp

So now you know what training costs, but you want to know how to find a trainer? Well here is how that process works.

1. Training is to be done during downtime between sessions in A populated area.

2. Training shall be provided by an NPC at a cost. An NPC may train you in class levels they have, to a maximum of equal to their level. A level 4 cleric may train you up to level 4, but cannot train you towards level 5 at all. They cannot teach you what they do not know.

3. You train XP at the price listed for your character Level.
3a. If you have a Level Adjustment (LA) or racial hit dice, you train XP at the price listed for your effective character level (ECL) as if it were your level.
3b. If you have multiple classes, you still train XP at the price listed for your character level/ECL. So if you have a Rogue1/Wizard 2 and wish to train in Rogue, you buy training in the rogue class at the price of a level 3 character.
3c. You may only train a block of XP up to the threshold of the next level. After that, the price goes up, so the next block must be purchased separately.

4. Finding a trainer willing to train you may prove difficult in remote locations or smaller settlements. Additionally obscure classes and classes with significant restrictions. The effort to find a new trainer will require a Gather Information Check. (Read more about Gather Information here) Upon a successful Gather Information check the DM has the option to allow you to simply train at this point off screen, introduce you to an existing NPC and RP it out with you, or use rule #5 below to generate an NPC that you will find.
4a. The default DC is 15. This assumes you are A level 1 PC in a city-sized settlement with a demographic similar to your own seeking training in a common class.
4b. Increase the DC by 2 for a regional capital, or by 5 for the imperial capital. Larger cities take longer to search plus the higher concentration of activities makes it easier for individuals to go unnoticed.
4c. Lower the DC by 2 for A town, and by 5 for a village.
4d. Increase the DC by 5 for each identity marker you have that conflicts with the society that makes up the settlement. Examples of identity markers include race, alignment, gender, class and religion. Reputation or Disguise Checks may allow you to evade some or all of these.
4e. Increase the DC by 1 for each level you have in the class that you are attempting to find training for.
4f. Increase the DC by 5 if the organization such a trainer should belong to is an organization that would wish to stay out of the public eye. Such as a thieves guild or a religion that conflicts with the local social norm. This increase is negated if the PC already has contact with the organization in this specific location.
4g. Decrease the DC by 5 if the PC already has connections to a related organization in another location.
4h. Failing an attempt to find a secret organization that does not wish to be found by the PC will result in the DC increasing by 5 on all future attempts in this location due to the organization now making active efforts to hind from that PC specifically.
4i. Failing an attempt to find a secret organization that does not wish to be found by the PC by more than 5 will result in the organization sending an individual armed with either harsh words or violent intentions to use them against the PC.
4j. Each successive day of attempts to find a trainer will provide A stacking +2 circumstance bonus on Gather Information checks(each day is it’s own individual check)
4k. At DM discretion other skills such as Knowledge Local, Knowledge Religion, or Knowledge Nobility can be substituted.

5. If the DM does not have an appropriate NPC or organization in the area they may use the following rules to determine the potential for an existing NPC to exist in the area.
5a. Dice types are d2, d3, d4, d6, d8, d10, d12, and d20
5b. The default die type is d6 for base classes found within PHB. Decrease the die by 1 for base classes found within PHB2, or decrease the die by 2 for base classes found in other books.
5c. Reduce the die by an additional 1 for prestige classes.
5d. Reduce the die by 1 if the class is at odds with local culture. Increase the die by 1 if the class aligns with the local culture.
5e. Reduce the die by 2 if the class is criminalized by local culture. Increase the die by 2 if the class is the cornerstone of local culture.
5f. Reduce the die by 1 for a town, or 2 for a village. Increase the die by 1 for a regional capital or by 3 for the imperial capital.
5g. Increase the number of dice by 1 for the presence of a noteworthy organization with a connection to that class. Increase the number of dice by 2 instead, if the organization is a major organization such a Guild HQ, major temple or A college.
5h. With all of the dice sizes and quantities determined they are now rolled to determine the level of any trainer found.
5i. A critical success on any die(max results) results in that die being rerolled and the results being combined together. These rerolls are cumulative and without limit as long as max results continue to happen.
5j. A critical failture on any die(a 1) results in a training accident. This assumes the player(or trainer) has made a mistake resulting in the player being struck by a attack. Nonlethal damage is rolled as the DM feels is appropriate for the trainer to be capable of, or the damage may be rolled based off the PC’s own weapon.
5k. This system is intended to produce the highest level *willing* NPC in the area to train the PC. If the Gather Information check was successful but the created trainer’s level is to low then the player will gain information about a trainer outside of the area instead. It may also mean there are qualified trainers in the area but they are unwilling at this time. This latter option means the player may have the chance to persuade them.

6. The trainer’s race, alignment, background, etc are up to the DM. It is suggested that these usually be stereotypical/ideal for the class being trained, adapted to the region. Race may tend to be one that favors the trainer’s class. This may make the trainer’s default disposition lower if your character is atypical. A divine spellcaster may be more likely to worship a deity represented by one of the temples in the area, and would have one of the alignments allowed for worshippers of that deity. For deities, cities, and worshipper alignment, see https://docs.google.com/spreadsheets/d/e/2PACX-1vQjQCazFjl9Ez3Flgy4ZKZvv_ldsYywPqVRnmth2QXzXV7GHSN4TlzP9L7_2iKEmSe6BAV5giZIjUAf/pubhtml

7. Engaging the trainer may involve attempts to change the trainer’s disposition (to make an unwilling trainer more willing, for example), completing a relevant task or quest, training accidents, and so forth. Some suggestions:
7a. Getting *to* the trainer may be no easy task. The trainer could be imprisoned, enslaved, surrounded by courtiers, part of a secret society, have an overprotective minion, or live in a fraternal order where only fellow monks may enter. The trainer could be off on a quest herself, or may have recently disappeared, with a rumor left behind about her whereabouts. The trainer might answer the door himself but claim not to know the person you are asking after. For many classes, the higher a character’s level, the more reclusive or careful he becomes about his privacy and security.
7b. The trainer’s default disposition is indifferent. If you are entering a business relationship, the trainer needs to be at least indifferent toward you. (See sidebar, Influencing NPC Attitudes in PH p.72.)
7c. On the 3×3 alignment chart, NPCs whose alignment is within 1 step of yours start at an indifferent disposition. If alignments have 2-3 steps of difference (and diagonal counts as 2 steps), they start as unfriendly at best NPCs also start as unfriendly or hostile toward racial or religious enemies. Most humanoid (core) races start as unfriendly or hostile toward monstrous characters. Any fame or notoriety you have gained may also affect the trainer’s starting disposition. Other identity (aka demographic) issues, such as a male in an all-female convent, could affect disposition. Identity issues may be overcome with a successful disguise, polymorph spell, or other appearance-altering method.
7d. An *unwilling* trainer’s default disposition is unfriendly.
7e. If the character and trainer share the same alignment, the NPC’s default disposition is 1 step improved (i.e., indifferent becomes friendly).
7f. Prices. Training involves giving advice and tips, which are features of a “friendly” disposition. Therefore, an indifferent trainer (1 step below friendly) will charge you 10% more to train. A helpful trainer will charge you 10% less. These numbers are based on the rules for haggling: if you use a Diplomacy check and adjust a vendor to helpful, they’ll reduce the price for an item or service they’re selling (including magical items) by 10% (See CAdv p.98-99).
7g. Social skills (Bluff, Diplomacy, Intimidate) may be used to affect disposition. These should be role-played; the character says or does something, and if it seems appropriate to the situation, the DM may have the character roll for a skill check.
7h. The use of a mind-affecting effect (such as Charm Person) will result in a lowered disposition (by at least 1 step) when the effect wears off. Unsuccessful social skill attempts could also result in a lowered disposition.
7i. Risks. A trainer with a lower disposition could threaten or attack a character. Training could result in training accidents (these should be uncommon, but possible; see 5H (above) for an example). Damage from training accidents should be non-lethal and appropriate for the type of training. If a character’s trainer is hit repeatedly by training accidents, it could lower the trainer’s disposition, but should be assumed that most trainers are agreeing to take (and give) some damage when they enter a training arrangement. Engaging an evil or unlawful trainer could carry some risks. Perhaps your trainer eyes your gear, and decides that you’re worth more to him dead than alive. You might find a cleric trainer is more interested in converting you than training you. A charismatic character might get an unwanted proposal. The trainer’s spouse might get jealous of the time you spend together. The trainer’s henchman might think you’re trying to steal her position. Be creative!

8) A trainer may require a player to complete tasks the trainer, instead of gold.
8a. Some values are simple to calculate, such as an item retrieved.
8b. The player’s time may be calculated using rates for hiring mercenaries and adventurers. Hirelings typically cost 3sp per day per level, but those rates are for NPC classes.The rules for hiring characters with PC levels are found in the DMG II, p.154:
“Typically, an adventurer’s daily fee in gold pieces equals her character level squared, plus a split of any treasure gained – usually a half share of the total loot. However, she charges ten times the normal asking price and demands a full share of treasure if her character level is equal to or greater than the average party character level.”
8c. A trainer who doesn’t have a pressing task for the player to complete may be unwilling to trade errands/quests for training, or may offer a poorer rate for the player’s services. Roleplaying the situation and using your social skills could improve the trainer’s willingness to barter for training.
8d. Trading training for services should not be substituted for playing the game except in extreme cases, such as a player with a Vow of Poverty (VoP), or a trainer with a VoP.

(9) These trainer-finding mechanics may be used to find other NPCs, such as a wizard to appraise an item, or a buyer for a rare item, or an NPC to hire. Alternatively, the DM can simply create an NPC of the desired class and level (of course). Once found/created, the NPCs may be listed on the region’s description under Notable Individuals.

Example 1: Topor, a level 3 Paladin (ECL 3), is looking for a paladin trainer in Dunsorrow, a city in the Yarptice region. She succeeds a Gather Information check (DC 15). The DM has not previously created a paladin trainer for the city, so he uses some rolls to create the trainer. Paladin is a base class, and Dunsorrow is a city, so she will roll a 1d6. She rolls a 3. Topor learns that Sir Patrick, a paladin of St. Cuthbert, is in the retinue of the Lord of Dunsorrow. With some role-play and a little diplomacy, Topor locates Sir Patrick and finds that he is willing to train her. They share the same alignment, so Sir Patrick is friendly toward Topor. Topor can train from Sir Patrick up to level 4 minus 1 XP.

Example 2: Rincha, a Level 2 Bugbear Swordsage (ECL 3), is looking for a Swordsage trainer in Yarptice City. Rincha succeeded a Gather Information check (DC 25) and found that there is a trainer in the area. Swordsage is a non-base class, and the citizens of Yarptice are not used to speaking with bugbears, so the DM determined that the gather information check DC would be higher than usual. She finds that Kyoko Mun, a level 3 Swordsage, may be found in the household of the ambassador of East Moon to Yarptice. Getting admittance to the ambassador’s household, and convincing Kyoko (a moon elf) to train a bugbear is no simple task, and requires some extensive diplomacy (especially due to Rincha’s monstrous race, which caused Kyoko Mun to start as unfriendly toward her), but eventually Rincha is successful. Rincha is able to purchase training from Kyoko up to the upper limit of Swordsage 3 (1 XP less than level 4). Because of her +1 level adjustment, she buys XP at a price one level higher than her character level. After training with Kyoko, Rincha succeeds another Gather Information check and learns from Kyoko that a master Swordsage has a dojo in East Moon. Rincha considers a pilgrimage there to learn the deeper secrets of the blade.

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