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So I have a play who wants to run some solo adventures (well technically, wants to run through an adventure path, as the lone PC)
Not sure if this should be in advice, rules, or houserules. I'll try rules and not be offended if it gets moved.
Now this brings up some questions on hirelings.
First, what do we pay these courageous fellows? Jade Regent Caravan Guards suggests 100gp a month. not unreasonable, I also assume healing, potions, repairing armor/weapons, replacing the horse if it dies. Are all on the PC to pay for. in addition to lodging/food.
I assume stated out, This is just the caravan guard merc, from the DMG.
Additional pay for adventuring days? (Seeking out danger is different than trying to avoid fights but being willing to fight). cut of profits? or flat rate?
Experience, here's a big one. It looks like, by raw, Hirelings don't eat into the experience pool. At least that is how I read it.
Hiring higher level dudes, like say the Sellsword (lets assume straight out of the DMG here). Dude is a level 8 fighter. obviously 3gp/day isn't keeping that fellow around.
Here are some ideas I have.
Monthly Stipend = 10% of character wealth by level (based on Classes/stat array)
Example:
Fighter 2 (Heroic Array) 100gp/month
Warrior 2 (Heroic Array) 78gp /month
Warrior 2 (Basic Array) 39gp/month
Possible option: This is on top of the 1/2/3 GP/day suggested in UE for hireling cost (as that would cover first level dudes) on the same scaling.
probably no experience, but allow the hireling to level up assuming additional pay. Does that seem fair?
I think I'm going to say no spell casters, unless they want to pay by the spell :-p