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Thanks for your opinions, They also have their own business's they are setting up but wanted personal guards as well. I was looking through 3.5 books for hirelings to see how it would compare. I was thinking of settling on skilled labor cost for their time but you get back the income they would create. (1.5g cost then you get back 2s per day). But it seemed silly that elite guards cost you less the regular ones.

But I have had a hard time finding much information about hiring people in pathfinder, in particular combat personnel. In 3.5 one book has people at 2sp per level per day, which seems fair enough(5 guards 1g/day - 2sp for your cut) (5 elite guards 3g/day - 4sp for your cut). My main problem was the whole "what is an organization" question. Obviously 5 guards working for you shouldn't cost 1g/day because 1.2g/day is your cut(-2sp is theirs lol). Though when you get to elite guards cost of 3g/day a 1.4g/day as your cut isn't so unbelievable.

I just don't like how arbitrary the rolls make everything, obviously a DM will put limits on it but it's the difference between having 10 laborer teams in a company and having 10 separate companies with 1 team each. By the book the teams make +2 each, that means the big company makes 20+10 on it's average check or about 3g per day, yet the 10 separate teams make (2+10)*10 every day or about 12g per day. Which should be the oposite of true, a big company should have larger profits per person then smaller groups.

I guess I just like more concrete rules as I feel like I am cheating the players or being too harsh.

I think I am going to homerule that managers and the player being in the city themselves get the roll, otherwise they only create their base amount.


In the ultimate campaign book you can hire teams to work in your organization, and they make you gp/capital. However how should I run this if my players want these teams to be completely their own personal hirelings. They want the guards to defend their home, not make them money through selling them out to local business or even having them defend their own business.

I read one post on this saying you could have them work at a negative against you(instead of guards making you 2sp a day they cost you 2sp a day, roughly means they provide 100% markup when sold out) but this seems a bit low. As I see it you spending capital to "make" the guards means you trained them/armed them but i if untrained labor is 1sp/day i doubt you could get 5 guys to work for 2sp/day.

Another question is upgrading these people to elite guards or the like. Why is this possible, in 2 days no less. I can maybe see finding lvl 3 guards to bring in to your organization in 2 days, but not upgrade lvl 1 guards to 3rd lvl in the time.

I also have some trouble with the "what is an organization" question. Can my players run 5 different inns each one being it's own organization thus giving them 5 rolls for their income, or force it to be one organization and have just the one roll but only needing one manager for the whole thing.


With crafting magic items what can you wave by adding the +5 DC to the spellcraft check, in particular can you craft a scroll without casting it into the scroll, or is their any other way to have a character create a scroll of a spell they do not know.

Also with the estimated character wealth per level you should be giving them more treasure if a lot gets destroyed while leveling correct(falls into lava with treasure or such), how about if someone has a character concept where he uses fireball scrolls to deal damage(he is a rogue), which isn't a huge boost to the team as spell caster level is low on them but it still costs him a large chunk of cash. Should i let his character suffer for using his money poorly or would you find some way to give him some more money so he stays close to the party in wealth.