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Hirelings of Advanced Level

Koewn

First Post
Are there any rules buried about for the expected payouts of hirelings of advanced levels?

I'd assume the SRD's "Hireling, Trained . 3 sp/day" is meant for 1st level NPC classes.

I'm looking more along the lines of NPC or PC classes scaled up through 5th level, perhaps.

My first instinct is maybe applying some sort of multiplier to the 3 sp/week based off of average starting gold for each class, but that doesn't seem to be in the SRD I'm looking at...odd.

Thanks!

Koewn
 
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Koewn

First Post
It sure does. That's why the character already has it :)

He's wanting to hire out for some specific services, however, and I'm happy to part him with his money.

Getting home and getting my PHB; I forgot the starting gold was basically the inverse of what you'd pay per day for a class. (I'd think wizards would be more expensive to keep around, at least once you get past 1st level).

I'll have to poke around at a proper set of mutipliers by class type to the base 3 sp/day...you'd think you'd be able to fake something with Profession, but even if you say Take 10 with just a +1 per level, you're making 5 gp/week at 1st (compared to 1.5 gp/week for the Trained Hireling).
 


Jack Simth

First Post
Most things in D&D scale at about level squared.

A Cloak of Resistance costs (modifier)^2 * 1,000 gp.
Armor enchantment costs (modifier)^2 * 1,000 gp.
Weapon enchantment costs (modifier)^2 * 2,000 gp.
And so on.

If a 1st level hireling costs 3 sp/day, a 2nd level hireling should cost 2*2*3 sp/day, a 3rd level hireling should cost 3*3*3 sp/day, a 20th level hireling ... shouldn't be available for rent ... but would cost 20*20*3 sp/day (1200 sp/day, or 120 gp/day, or 12 pp/day). This assumes that the hireling is doing a non-hazardous, non-spellcasting service. Hazard pay is extra (for comparison, Alaskan crab fisherman make a reasonable years' income in two months - but have a death rate of a few % - hazard pay factor: *6 ... for something with about a 0.4% chance of killing you in a two month period), as is spellcasting services. Make the minimum time 1 month, and you shouldn't do too bad.
 
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Koewn

First Post
I'd figured on a level cap for hirelings. Say, 4th for pure casters. (the rule of thumb is that wizards go haughty at 5th level, once they get Fireball). Maybe around 8th for melee types.

Yep...DMG 2, Hirelings/Specialists, pg 154. Adventurers cost level^2 gp per day, plus treasure split.

Looks like some variation of level^2 for non-adventuring jobs. Thanks Jack, for reminding me of the "square it" rule.
 

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