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Hiring NPCs

James McMurray

First Post
How much would it take to hire a Cleric (levels 5-9) to follow a person into a dangerous situation and heal them when hurt? This would be a job lasting no more than 6 hours.

How much would it cost to hire those same leveled clerics if they were to be expected to heal several people during combat, as well as perhaps fight whatever was there as well.

Thanks!
 

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I'd say it depend on the deity. Some, like LG churchs, might send along their warpriestly types to help aid and defend their charges. ESPECIALLY if they were aiding said church. LN/NG type churches, might do it just because it a good thing or a lawful thing. CG might do IF they were successfully impassioned to do so...or the pay was just right.
 

It is expected that a tithe (at LEAST 10%) be made of all treasure found plus all artifacts will be given into the care of the Church.
You will fully equip the NPC cleric with armour and such for their personal protection and pay for any other expenses.

In addition you will:

LG - be of good character and give regular offerings to the Church

NG - pay a fee of 100gp (common labourer 10sp per day)
NE - Pay a fee of 1000gp

CE - sacrifice the blood of 13 virgins
 

Well, its a quick in and out job for pay. There will be no treasure apart form the pay itself, and no artifacts to be found. Heck there won't even be any magic items to be found.

I could see charging a percentage of the fee for the job itself. Anyone else got any ideas? I'm really looking for flat rates here. I can adjust for alignment once the characters decide what church they'll go to (most likely Pelor for the healer and Heironious for the combat support).

Thanks!
 

DMG 149 says 10 gp per level multiplied by caster level. A 6th level caster casting a 3rd level spell would be 180 GP... for 1 spell.

I think this is high, but how much would your 6th level cleric ( or wizard or any PC ) charge to go into combat for 6 hours at 6th level. Would they risk death at the hands of a ??? for only 100 gold?

I think the price should be steep.

PC could spend a feat on Leadership and hope to attract a cleric :D

or maybe purchase a healing magical item like Keog.'s ointment or wand, etc.

I hope this helps
 

That should be pretty expensive, I would think. NPC clerics should be EXTREMELY reluctant to risk life and limb like a common mercenary, especially if it's not for something that significantly furthers the cause of the church. I would probably charge at least 1000gp (probably more, depending on the danger), along with some service performed for the temple.
 

Why not have your players negotiate the fee in character? Give them a chance to use their diplomacy skills. It would also force the players to make some decisions without fully knowing all of the variables ... which is what it would be like if the storyworld were real.
 

James McMurray said:
How much would it take to hire a Cleric (levels 5-9) to follow a person into a dangerous situation and heal them when hurt? This would be a job lasting no more than 6 hours.

How much would it cost to hire those same leveled clerics if they were to be expected to heal several people during combat, as well as perhaps fight whatever was there as well.

Thanks!

At minimum, the hireling is going to want as much for casting spells on adventure as he or she would be able to get casting them in a nice safe hospital. And even if he or she doesn't use them all on the adventure, he or she still loses the opportunity to cast an equivalent number of equivalent-level non-adventure spells the day he or she has to prepare the spells you want. So you are going to have to pay for the whole slate whether you use them or not.

Then there is danger money. Figure this as at least equal to the probability of the NPC being killed times the cost of a True Resurrection. And if the NPC doesn't have access to anyone who can cast True Resurrection it will be more: perhaps up to the cost a Raise Dead plus the cost of enough stat-raising magic to compensate for a loss of level; or the cost of Raise Dead plus 5 gp per experience point the NPC stands to lose if Raised .

Add to this insurance for the cleric's personal gear. Start with the probability that the whole party will be wiped out times the value of the gear, and add the probability that any given item will be lost, stolen, or used up times the value of that item.

Then add the NPC's wages for a day.

Let's work this out for a 7th-level cleric with typical gear from the DMG. And for the purposes of illustration, let's suppose that he or she figures a 10% chance of being killed and a 1% chance that (because the party will be wiped out or for some other reason) that his body and gear won't be retrieved, a 25% chance that any consumable item will be used, and a 5% chance that any particular piece of his gear will be ruined, lost, or stolen by the party's rogue.

An NPC 7th-level cleric has Wis 16. So he or she can cast 6, 6, 5, 4, 2 0th, 1st, 2nd, 3rd, and 4th level spells. Those slots are worth 210 + 420 + 700 + 840 + 560 = 2,760 gp. (One of the things that worries me about 3E is the collossal incomes that it implies are available to spellcasters.)

A True Resurrection costs 6,730 gp if available So danger money is at least 673 gp and very probably more. If True Resurrection is not available (as seems likely) Raise Dead costs 950, and the cleric stands to lose on average 6,500 experience points worth 5 gp each, for a total of 35,450 gp. 10% of that is 3,545. And you ought to add a an allowance for the 1% chance that the NPC will be killed and his or her remains lost.

Insurance against theft and loss is 6% on 7,200 gp worth of gear, or 432 gp.

Insurance against using up the two scrolls and one potion that a 7th-level cleric has is 144 gp.

Finally, add in 1gp for the cleric's time.

Total: 2,760 + 673 + 432 + 144 + 1 = 4,010 gp. If 17th-level backup is available.

Total: 2,760 + 3,545 + 432 + 144 + 1 = 6,882 gp. If 17th-level backup is not available.

And it will be more if the NPC has to face insidious threats such as level-draining undead, etc.

Note that his answer depends critically on the NPC's assumptions about how dangerous the job is. If you can con him or her into assuming that it will be perfectly safe, that no items or charges will be used up or lost, etc., then the price might come down as far as 2,761 gp.

Regards,


Agback
 

Generally, I have the PC's pay 1,000 GP per level they want to recruit.

It is, aparently, fairly expensive judging by the last numbers. But I'm happy with that. :)

Thus, a cleric (AKA: Little Floating Orb of Cure) of about 6th level costs 6,000 GP.

I actually have an "adventurer's guild" set up for this kind of thing (I call it Kentucky Fried Questers, but then I have a magic shop in every village called McMagic, so....). They hire out adventurers, serve as a general adventuring-goods store, a place to sell their treasure, and a place to find some evil to slay for quick money, if they need it.

KFQ's policy is that if the guy dies, he's kinda knowing he might in the course of the quest. They make no garuntees, substitutions, or refunds (That 7th level Ranger was defective! :)). They do sell insurance policies at higher rates, and often offer to store some extra adventuring booty.

For interesting flavor purposes, every proprietor of KFQ sounds like a civil war vet. :)

If they want to buy or sell magic items, it's off to the local McMagic's. In fact, for an extra few GP, they can get their already magical weapons super-sized. They can get Extra Value Packs of items that go well together, too.

For interesting flavor purposes, every proprietor of McMagic's is a leprechaun. Odly enough, sine there are no 3e stats for a leprechaun, none have been seen outside of a McMagic's. ^_^

If they want to get some mounts, the local Star Bucks (a stable chain with a particular fetish for riendeer) will hook them up.

For interesting flavor purposes, every proprietor of Star Bucks is a gnome wearing green, and they take off somewhere near Midwinter every year....

If they want a tavern, they can go to Tequilla Bell, where everybody's a stereotype and no one drinks the water.

If the want an inn, it's Sleepway, which bills itself as a healthier, less fattening inn, and recruited some schmuck named Jarod to stand outside and show people his "before" cantrip.

Healing is from the Healing Hut, which is aparently run by a bad imitation of the mafia. And, yes, they do deliver piping hot healing in an hour or less! :)

Yes, it's silly. But I've had enough of coming up with ideas for new and interesting inns, taverns, adventurers' guilds, magic shops, etc. for every place they go. I just infuse these chains with enough flavor and just enough goofiness to have them make sense. Besides, in a world where prestidigitation can take photos and adventurers can be counted on to save the city (for a price), businesses will spring up to cater to these guys...these famously rich, powerful guys. ^_^

Just wait until I go full-throttle with a McMagic's competitor: Dweomer King. :) The PC's will be scamblin' for sure.

Anyhoo, back On-Topic, about hiring adventurers....

I go with a rate of 1,000 GP per level for one lil' adventure. The moment they get out of the dungeon or get out of the forest or grab the dragon's horde, the NPC is gone, off the clock, so to speak. I'm free to say there are no NPC's available in the area (adventuring is dangerous...), and they won't sell and NPC more than 2 levels apart from the PC's level. The NPC is to basically follow orders, much like a cohort, but has no special attatchment to any PC -- his own survival takes prescedence over theirs, if it comes down to it. After all, he doesn't get squat for treasure, just the X,000 GP. Of course, hiring a known theif may have consequenses, and because KFQ provides no insurance about the help they provide, it can lead to some intersting situations. :)

6th level tag-along: 6,000 GP
Magic Sword: 2,000 GP
Ring of Mind Shieldling: 8,000 GP
Look on party's face when hired hand sneak attacks them and takes their treasure: Priceless

MWAHAHAHAHAHAHAHA! :)
 

Couldn't the PCs just buy a wand of cure moderate wounds for a great deal less money, not to mention hassle? I know that what I would try to do, were I in their shoes.
 

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