Mercenaries: Help Pricing Adventurer Hirelings?

Sylrae

First Post
So, I'm looking for some advice on pricing out the services of NPC Adventurers by level.

If the party is looking to hire on a level 5 cleric, can I get some advice on either:
1. Flat prices per day, or
2. Reasonable Profit Shares.

The flat prices are probably harder to do. for profit shares I could probably come up with a formula easy enough, though it would take work to figure it out based on number in the party, and the levels of each party member.

so I guess my main concern is, can I get help with Per-Day prices? I know the Core book has prices for individual spellcastings, what about for hiring say a 5th level fighter to come with you into the dungeon?
 

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As an upper bound, I would look at the cost of hiring the cleric to cast all of his spells. So if he has a 16 Wisdom (hence one bonus spell of each level), that is 3 3rd level spells, 4 second level spells and 5 1st level spells. So 10*(3*3*5 + 4*2*5 + 5*1*5) = 10 * (45 + 40 + 25) = 1100 gp/day. (I'm giving the cantrips for free, rather than guess how many he is likely to cast.) Channel energy is probably about equal his highest level spell, so add 150 * (3 + cha mod) to the price.

Then there is the fact that the PCs want him to go dangerous places to cast the spell. I think 3.5 added a 2x multipler for that, which sounds reasonable. If the party is notably higher, the multiplier will go up, as the chance of the hireling being killed greatly increases. When the difference in level is big enough, paying for raise dead and restorations probably is added as a fixed cost.

That comes out to about 2.5-4k per day (depending on the number of channels). A fifth level encounter (on the medium advancement track) is about 1.5k gp, so the party is still making money if they are putting in a full day of adventuring.

That is still quite expensive (especially if there will be days with few or no encounters, or encounters without loot). Dropping the price some, as it is a package deal, is probably reasonable, especially if there is an expectation that most days will not require much casting.

An alternate way to calculate his fees would be to estimate how much he would be making as a party member taking his fair share of the treasure. His daily rate should probably be a little bit less than this, as there is less risk on the income side. (He is guaranteed his income even if the party does not find any treasure.) This works best if the party is about the same level as the NPC.
 


Surely you jest.

For that low a price, the PCs could easily hire NPCs of much much higher levels than themselves. Maybe even just go out and hire a dragon to help them clear out the kobold dens.

I'd like to note that the amount you can earn from Profession is a joke, and completely out of scope with the rest of the game.

With your suggestion, I can hire a 5th level wizard to cast a 3rd level spell once for 150 gold, or keep him on to do whatever I want for a week (including multiple spell castings), for 9-28 gold.
 
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In my group I've used several hireling/merc NPCs.
Generally speaking I advise my players its not up to me to fill in a hole. If they find something is missing they are free to hire someone but I don't provide them with a cleric, for example. I've learned this after many years of setting NPCs into the group without them essentially hiring them.
So, based on what I said about getting them to hire NPCs to help in whatever respect. Many many NPCs, in fact I'd say a majority will work with a group for a specific goal but will probably not hire on indefinitely and are not looking to risk their necks at length for the party for nothing. Have NPCs come and go as needed. Say they provide a specific talent for a dungeon then after that dungeon they take their pay and leave. Others will hire on for a longer quest but I generally encourage my players to consider them part of the group. They should be included in larger decisions and be payed equally to any member. These are exceedingly rare. Of the 8+ NPCs which have worked with my group, I've only had 1 that directly falls in this category and another which they may introduce, and neither at the same time.

Okay, onto your root question, loot and payment.
I think that relies more on the character (type, class and alignment) than on a generally rule to follow. Some characters, I'd say most clerics included, would fall into "share of the loot" category. Most recently I advised my players they were allowed to have use of a specific NPC if they equipped him. Other characters, most martial classes, might fall under a "pay me now" type. They'll likely look for payment before, during, after and any share they can get :P
 

The cleric is hired pretty much as a 'hired muscle', no creative input, no leads to fame. glory and gold. So giving him a full share of the loot isn't a good idea. Give him a per day fee (call it a retainer) that covers expenses and a small profit, generally no spells are cast, but if they are use the formula for NPC spells. Then we add combat pay, when there's real danger to be had, this kind of depends on the pace the campaign sets and the level of danger involved, but think a quarter of what an adventurer would normally make at that level, then add a share of the loot of another quarter (thus totally half of what a character of that level would normally make).

General rules, no NPC character of a level higher then the party, as they do not offer similar protection. Lower level NPCs earn significantly less then the rest of the party, but they are very well protected. NPCs will engage in dangerous situations, only they could easily handle. Thus that Cleric won't be on the forefront when the Balor attacks, but will brain a few kobolds or Orcs...
 

perhaps that rediculous amout i mentioned earlier would only apply to non spell csters, spell caster need to be paid for their services on a daily basis on what they had cast that day.
 

I'm trying to come up with a flat rate. I'd expect the casters to be paid, and a 5th level rogue could be as useful as a 5th level wizard, so once I come up with a price to hire spellcasters daily, I'll apply it to other NPCs.

I just need to figure out a fair rate for spellcasters for a day (based on what they're likely to have to cast.) Make it a bit cheaper due to advance pay, and price out fees like expensive material components, a duplicate spellbook, and resurrection insurance.

I priced out the rate for casting ALL their spells, and it's hugely high. A 20th level wizard isn't likely to run out of 1st 2nd, and 3rd level spells in any given day of adventuring though.

Advice on figuring out how many of the spells to charge for?

So far my best guess is the pricey-est 16 spells. Either that or make it a percentage cost of the whole spell selection.

What do you guys think? If i have a base rate, then I can have some have a percentile markup.
 

If we are basing it on spells, I would look at the cost of all their spells from the top 2-3 spell levels. If you can cast a 5th level spell, casting a 1st level spell does not add much. Out of combat, the party could probably replicate the effect with a wand/scroll/potion for less than the cost of hiring the spell caster. In combat, if Mr Level Nine Wizard is casting first level spells, I want to have a talk about why we are paying him so much.
 

Hmmm, perhaps one share to each PC, one half share to officers/experts (including the above mentioned cleric), and one quarter share to each standard warrior? With some amount paid on a monthly basis as a retainer, to be taken from shares in the event of profit.

I think that is pretty close to what I was running with for my homebrew.

The Auld Grump, gunners counted as experts too....
 

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