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Assault on Pandemonium - Looking for Epic Spell
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<blockquote data-quote="Jack Simth" data-source="post: 2098057" data-attributes="member: 29252"><p>Oh, that's easy - you pay them, and give them a month's pay in advance (also don't tell them they have no chance!!! Important!!!!); when negotiating with my DM (he was planning a siege-type situation, us attacking, only level 2-3 for the smallish party), I started looking into hired mercs - he told me base was 2 sp/day, but that it struck him as way too cheap. I suggested that's for level-1 npcs, and that it would be reasonable for it to scale as most enchantment effects (base*level*level); he still thought it too cheap, so I suggested that it would be difficult, under most circumstances, to hire someone for a day (barring safe duty contractors - which warriors in a siege is most definately NOT), and suggested a month's minimum pay for soldiers (30 days). Also supplies for a month (trail rations are 5 sp/person/day) and a 20 level 1, 1 level 3(sergant, base 6 sp/day as a leader - one per 20 soldiers) worked out to 315 gp for food, 120 gp for soldiers, and 162 gp for the sergant; 597 gp total; round to 600 gp for miscealaneous expenses. As Trail Rations are "decent" food, and all a level-1 soldier would be able to afford is "poor" food (on his salary) my DM ruled that they would have very good morale.</p><p></p><p>A mercenary company is fairly expensive for the effect. Of course, 20 CR 1's and 1 CR 3 make for a ECL 9 by <a href="http://www.d20srd.org/encounterCalculator.htm" target="_blank"><u>An Online Encounter Calculator I found</u></a>)</p><p></p><p>For the Gate/Protection, just house-rule that any doubling of a standard spell, and/or combining of two standard spells makes a DC 5 per (cumulative; a combined, doubled spell takes 5 (combine) + 10 (2 5's for doubling)). Gate is standard, there is a hour/level adaptation spell in the Manual of the Planes, so a Gate with, say, a * 8 duration, with a *8 duration on an Adaptation spell for anyone who goes through the gate would make a DC of 35. Assuming a caster level of 43, the gate could stay open for 344 rounds, and the protections on the travelers would last 344 hours, or a little over two weeks.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 2098057, member: 29252"] Oh, that's easy - you pay them, and give them a month's pay in advance (also don't tell them they have no chance!!! Important!!!!); when negotiating with my DM (he was planning a siege-type situation, us attacking, only level 2-3 for the smallish party), I started looking into hired mercs - he told me base was 2 sp/day, but that it struck him as way too cheap. I suggested that's for level-1 npcs, and that it would be reasonable for it to scale as most enchantment effects (base*level*level); he still thought it too cheap, so I suggested that it would be difficult, under most circumstances, to hire someone for a day (barring safe duty contractors - which warriors in a siege is most definately NOT), and suggested a month's minimum pay for soldiers (30 days). Also supplies for a month (trail rations are 5 sp/person/day) and a 20 level 1, 1 level 3(sergant, base 6 sp/day as a leader - one per 20 soldiers) worked out to 315 gp for food, 120 gp for soldiers, and 162 gp for the sergant; 597 gp total; round to 600 gp for miscealaneous expenses. As Trail Rations are "decent" food, and all a level-1 soldier would be able to afford is "poor" food (on his salary) my DM ruled that they would have very good morale. A mercenary company is fairly expensive for the effect. Of course, 20 CR 1's and 1 CR 3 make for a ECL 9 by [url=http://www.d20srd.org/encounterCalculator.htm][u]An Online Encounter Calculator I found[/u][/url]) For the Gate/Protection, just house-rule that any doubling of a standard spell, and/or combining of two standard spells makes a DC 5 per (cumulative; a combined, doubled spell takes 5 (combine) + 10 (2 5's for doubling)). Gate is standard, there is a hour/level adaptation spell in the Manual of the Planes, so a Gate with, say, a * 8 duration, with a *8 duration on an Adaptation spell for anyone who goes through the gate would make a DC of 35. Assuming a caster level of 43, the gate could stay open for 344 rounds, and the protections on the travelers would last 344 hours, or a little over two weeks. [/QUOTE]
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