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*Pathfinder & Starfinder
Henchmen and merceneries
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<blockquote data-quote="Friend of the Dork" data-source="post: 6099677" data-attributes="member: 91954"><p>Yeah if you want someone you can take on adventure the Henchman from Leadership feat is the only good alternative. Hiring soldiers or guards generally give you professionals that will do standard work - guarding a home, a caravan etc, NOT go down into a scary dungeon. If you want someone that mad you need to hire adventurers, which are expensive (generally wants an equal share or a high sum of GP). </p><p></p><p>The hireling prices are simplified and represent carpenters and porters, but you can use prices in other d20 products such as D&D. They are cheap, but mercenaries generally want a part of the loot, and are expected to fight enemies appropriate to them - such as bandits, other soldiers or a roving band of orcs. Even so they may flee in combat or desert altogether depending on the level of danger and how they're treated. If you hire 10 mercs and half of them die in the first battle then the rest will probably find an employer that won't lead them all to being killed. If however they fight appropriate enemies, have an inspiring leader, and access to cleric healing, they are much more likely to stay loyal. </p><p></p><p>In any case the DM might think it a cheap move or not want to be harassed by the extra paperwork and management in combat, and simply ban using hirelings in combat on a general basis. Some even reduce XP gain or share that with them - which will probably quickly make the players ditch them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Friend of the Dork, post: 6099677, member: 91954"] Yeah if you want someone you can take on adventure the Henchman from Leadership feat is the only good alternative. Hiring soldiers or guards generally give you professionals that will do standard work - guarding a home, a caravan etc, NOT go down into a scary dungeon. If you want someone that mad you need to hire adventurers, which are expensive (generally wants an equal share or a high sum of GP). The hireling prices are simplified and represent carpenters and porters, but you can use prices in other d20 products such as D&D. They are cheap, but mercenaries generally want a part of the loot, and are expected to fight enemies appropriate to them - such as bandits, other soldiers or a roving band of orcs. Even so they may flee in combat or desert altogether depending on the level of danger and how they're treated. If you hire 10 mercs and half of them die in the first battle then the rest will probably find an employer that won't lead them all to being killed. If however they fight appropriate enemies, have an inspiring leader, and access to cleric healing, they are much more likely to stay loyal. In any case the DM might think it a cheap move or not want to be harassed by the extra paperwork and management in combat, and simply ban using hirelings in combat on a general basis. Some even reduce XP gain or share that with them - which will probably quickly make the players ditch them ;) [/QUOTE]
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