Table of Contents
Specialists
All types of characters that PCs may wish to hire for non-combat and non-adventuring purposes (i.e. not mercenaries or retainers) are termed Specialists.
Note that as Specialists are hired to perform non-adventuring services, they are not treated as retainers. Unlike retainers, there is no limit on the number of Specialists a character can employ.
The most common types of Specialists are described, along with their usual monthly wage. The referee may add new types of Specialists as desired.
Locating Specialists
Specialists can be located by posting notices or inquiring at relevant guilds. The response depends on the availability of suitable Specialists in the area and the offer made.
Wages and Upkeep
Monthly rates of pay (see the Specialists table) include food and basic gear.
Alchemist
Recreating potions: Based on a sample or recipe, an alchemist can produce a potion at twice the normal speed and for half the normal cost (see Magical Research).
Researching potions: An alchemist can also research new potions, but this takes twice as long and costs twice as much as normal.
Animal Trainer
Trainers are required for exotic creatures or for larger numbers of common animals (e.g. dogs, horses, mules).
Speciality: Each animal trainer specialises in a single type of animal.
Number of animals: A trainer can work with up to 6 animals at a time.
Time required: The referee decides the time required to train an animal, depending on the difficulty of the training and the animal’s intelligence. Learning the first new behaviour or trick typically takes at least one month. Subsequent behaviours take at least 2 weeks each.
Interruptions: Training of all desired behaviours must occur back to back. If interrupted, the animal becomes unable to learn further behaviours.
Armourer
Producing weapons and armour: An armourer can produce 5 weapons, 3 shields, or 1 suit of armour per month.
Maintaining mercenaries’ gear: A dedicated armourer is required per 50 troops.
Assistants: An armourer’s output (either in terms of arms produced or troops maintained) can be doubled by hiring two assistant armourers and one blacksmith. If four assistants and two blacksmiths are hired, the armourer’s output can be quadrupled. An armourer cannot coordinate more assistants than this.
Assistant Armourer
Apprentices who can work under an armourer to increase the rate of production. See Armourer.
Blacksmith
Craftspeople trained in the art of forging metal. Blacksmiths can be hired to work under an armourer to increase the rate of production. See Armourer.
Engineer
Engineers are experts in the planning and management of construction projects—for example, building strongholds (see Strongholds).
Number required: One engineer is needed per 100,000gp cost of the project.
Speciality: Certain races may have special expertise (e.g. a dwarf engineer may specialise in subterranean construction).
Navigator
Experts in navigating the high seas. A ship that travels beyond sight of land becomes lost if a navigator is not aboard. (See Waterborne Adventuring.)
Rower
Normal humans employed to power rowed ships. Not trained for combat.
Sage
Sages are very rare individuals who devote their lives to the study of obscure knowledge. A sage can be consulted to research answers to unusual questions.
Time and cost: The referee must judge the time required, as well as any additional costs (e.g. buying rare books).
Chance of success: There is never a 100% chance of success in finding an answer.
Sailor
Normal humans trained in the handling of sailing ships. Sailors can fight to defend their ship, typically being equipped with a sword, Shield, and leather armour.
Ship’s Captain
A seasoned sailor, required to command a larger ship. A captain is familiar with the waters around the coasts they frequent.
Spell Caster (Arcane or Divine)
High-level NPCs willing to cast spells (e.g. Remove Curse, Raise Dead) in return for payment, completion of a Quest, or both.
Casting spells: The referee decides the cost, based on the spell required and PCs’ relationship with the NPC. The referee might base the cost on the spell’s level—for example, 1st: 100gp, 2nd: 250gp, 3rd: 500gp, 4th: 1,000gp, 5th: 2,500gp, 6th: 5,000gp. Spells for illegal or morally dubious ends might cost double or more.
Identifying magic items: High-level NPC magic-users may also be able to identify magic items. The process takes time: possibly several weeks.
Spy
A spy is hired to gather information about a person or group. The spy may be an outsider who tries to infiltrate or may be a traitor already connected with the person or group to be spied upon.
Class: Spies are often NPC thieves, but can be of any character class.
Time: The referee determines the time required for the job.
Chance of success: The referee judges the chance of the mission succeeding, based on the circumstances.
Betrayal: The referee may also secretly decide a chance of the spy betraying the character.
Specialists
| Specialist | Wage per Month |
|---|---|
| Alchemist | 1,000gp / month |
| Animal trainer | 500gp / month |
| Armourer | 100gp / month |
| Assistant armourer | 15gp / month |
| Blacksmith | 25gp / month |
| Engineer | 750gp / month |
| Navigator | 150gp / month |
| Rower | 2gp / month |
| Sage | 2,000gp / month |
| Sailor | 10gp / month |
| Ship’s captain | 250gp / month |
| Spell caster | By service |
| Spy | 500gp+ / mission |
