hireling help!!

Luguolo

First Post
i have been trying to read up on hirelings, but i haven't found a damn thing about their levels!! i found levels for cohorts, and followers, but hirelings, nada!!

in my group i have someone who wants to hire a crafter, can this person get craft magic arms and armor so it can enchant for him? (yes he would pay the spell cost) what rank is their craft skill? all of these things i cant find!! its annoying me to no end lol.

please help!
 
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The Table 4-1 in DMG P.105 says "If paid to create a specific item, use item prices and working times instead." and this sentence is applied for Alchemist and Mason/craftperson. So your PCs just pay the cost of non-magic items they want. That is usually just equal to buy items in a city or town.

As there is no true magic item craftperson in the table, it will be a job for more detailed NPCs, ones with actual levels in spellcasting class (though alchemists must be some kind of spellcasters due to Craft Alchemy rule, I guess most of them are simply 1st-level Adepts at best.).

You can use the ready-made city setting in supplements and modules to see what kind of spell casters are in a certain city (say, Theodra Goldenbrow and Immerstal the Red in Brindol in Red Hand of Doom).

You can also follow the WORLD-BUILDING rule in DMG section 5 and roll randomly to see what kind of NPC spellcasters are in a certain community. The rule will gives you information regarding class and level. Then you can give them whatever spells known and feats you feel to be appropriate.

Or, you can just make up some special NPC item makers of your own.

In any of the above cases, they will usually "sell" their magic items at usual market price. The benefit of consulting on such NPCs is that PCs may (or may not) buy magic items beyond that community's GP limit. Though they must wait for appropriate period (1 day/1,000 gp).

As a DM, you may give PCs some "discount" as a, say, reward for a certain task or adventure. But usually, the existence of such NPCs should not be used for getting magic items cheaper.
 

The Table 4-1 in DMG P.105 says "If paid to create a specific item, use item prices and working times instead." and this sentence is applied for Alchemist and Mason/craftperson. So your PCs just pay the cost of non-magic items they want. That is usually just equal to buy items in a city or town.

As there is no true magic item craftperson in the table, it will be a job for more detailed NPCs, ones with actual levels in spellcasting class (though alchemists must be some kind of spellcasters due to Craft Alchemy rule, I guess most of them are simply 1st-level Adepts at best.).

You can use the ready-made city setting in supplements and modules to see what kind of spell casters are in a certain city (say, Theodra Goldenbrow and Immerstal the Red in Brindol in Red Hand of Doom).

You can also follow the WORLD-BUILDING rule in DMG section 5 and roll randomly to see what kind of NPC spellcasters are in a certain community. The rule will gives you information regarding class and level. Then you can give them whatever spells known and feats you feel to be appropriate.

Or, you can just make up some special NPC item makers of your own.

In any of the above cases, they will usually "sell" their magic items at usual market price. The benefit of consulting on such NPCs is that PCs may (or may not) buy magic items beyond that community's GP limit. Though they must wait for appropriate period (1 day/1,000 gp).

As a DM, you may give PCs some "discount" as a, say, reward for a certain task or adventure. But usually, the existence of such NPCs should not be used for getting magic items cheaper.


i looked in the DMs but i didnt see any times listed, maybe i didnt look hard enough, but other then that seems apropriate. thanks!
 



1,000 gp per day is a generic rule for creating magic items. Unless using some special method or abilities like Wish spell or epic feat, even a 20th-level wizard must follow this rule.


that is strictly for enchanting, for crafting you role against the DC t osee progress this week, what modifer does a hireling havE?!
 

I'dd say that the modifier a hireling has for his specific Job is just his level +3. Figure out what level the guy needs to be minimum for all the things you want him to be capable off, or what you think he should be anyways and go with that.
If a crafter is of such high level that he can finish the job say twice as fast as normal don't charge twice as much as usual though!

For example in a town there is a smith's shop with the master smith an apprentice.

The master smith is a lvl 7 expert who uses masterwork tools. His craft modifier would be 12.
The aprentice is a lvl 1 expert who uses regular tools. His craft modifier would be 4.

Your PC wants a fullplate.
A fullplate has a crafting DC of 18 (10+ac). And it costs 1500gp or 15000sp.
Assuming the smiths both take ten on their crafting rolls then the master smith would get a 22 while the apprentice would get a 14. The apprentice wouldn't be able to make the fullplate and the Master would take 38 weeks (22(check) x 18(dc)=396. 15000/396=37.9) to complete it(remember fullplates are difficult work).

Maybe a retired adventurer lives in the village and he happens to be a lvl15 wizard with several items and what not giving him a modifier of 126.

He can finish the fullplate in about 4 days (126*28(+10 for faster crafting)=3528. 15000/3528=4.3 126/18=7).

But in both cases the armor is gonna cost your PC 1500gp.

Personally I wouldn't really bother with hirelings because of the immense time it takes to make cool stuf (adamantine fullplate=165000sp=very long crafting time if not done by epic person!!)

But anyways to go back to your question and stop bambling about: hirelings have an modifier you want them to have. Usually level+3+items.
 


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