Staff Costs

Now is a good time to figure out how much your staff will cost you on a monthly basis. Total up the staff required by your various components and consult the Staff section in Chapter 2.

Most strongholds require at least a few staff members, and many others have added dozens if not hundreds of soldiers and artisans. Table 2–11: Typical Staff Members describes the types of hirelings you’ll most likely need, along with their primary skills and skill modifiers (and key abilities), typical class (staff members are 1st level unless otherwise noted), and monthly wage. A typical staff member has a 12 or 13 in the key abilities for his skills (included in the skill modifiers listed).

You will undoubtedly find the need to hire staff members that aren’t described on this table. Use this information as a guide when determining appropriate numbers for any hireling not listed here. The DUNGEON MASTER’s Guide has more information on hirelings.

Many of the components have staff members as prerequisites. The smithy, for example, requires one smith. If you have a character with Craft (weaponsmithing), you can satisfy this prerequisite yourself. If you anticipate hiring a smith later, it’s okay to build the smithy now, even if you can’t fire it up until then.

In general, strongholds don’t have upkeep costs because D&D is about adventure, not balancing the castle’s monthly checkbook. One exception does exist to the no upkeep rule: staff wages. Add up the costs of your stronghold’s staff, and that’s the amount you have to pay each month to keep the stronghold running.

Table 2–11: Typical Staff Members

Hireling Primary Skills and Modifiers (Key Ability) Class Monthly Wage
Acolyte Knowledge (religion) +7 Clr or Adp 30 gp
Alchemist Alchemy +7 (Int) Exp 30 gp
Animal tender/groom Handle Animal +5 (Cha) Com 4.5 gp
Apprentice spellcaster Spellcraft +5 (Int) Clr, Drd, Sor, or Wiz 30 gp
Architect/
engineer
Knowledge (architecture and
engineering) +7 (Int)
Exp 15 gp
Artisan Craft (any) +7 (Int) Exp 18 gp
Bartender/
Innkeeper
Profession (bartender or innkeeper) +5 (Wis) Com 6 gp
Butler Diplomacy +7 (Cha), Profession (butler) +7 (Wis) Exp 15 gp
Cavalry Ride +7 (Dex) War 12 gp
Clerk Profession (clerk) +7 (Wis) Exp 12 gp
Cook Profession (cook) +5 (Wis) Com 3 gp
Entertainer/
Performer
Perform +7 Exp 12 gp
Guard Spot +5 (Wis)* War 6 gp
Laborer n/a Com 3 gp
Laborer n/a Com 3 gp
Librarian Profession (librarian) +7 (Wis),
Knowledge (any one) +5 (Int)
Exp 12 gp
Maid Profession (maid) +5 (Wis) Com 3 gp
Mason/
craftsperson
Craft (any) +7 (Int) Exp 9 gp
Officer, military Diplomacy +5 (Cha)* War** 18 gp
Sage Knowledge (any) +7 (Int) Exp 60 gp+
Scribe Profession (scribe) +7 (Int) Exp 9 gp
Servant n/a Com 3 gp
Soldier n/a War 6 gp
Smith Craft (varies) +7 (Int) Exp 12 gp
Torturer/
Inquisitor
Intimidate +7 (Cha), Heal +5 (Wis) Exp 9 gp
Valet/Lackey n/a Com 6 gp
Any PC class n/a varies 30 gp

*Cross-class skill.

**Level 2.

Equipping Staff

You only have to buy equipment for your military staff, using Chapter 7 of the Player’s Handbook to equip your soldiers however you like. You can use the following equipment clusters to arm your troops quickly.

Archer: leather armor, longbow, 20 arrows, dagger; 88 gp per person.

Archer, horse: light warhorse, studded leather armor, shortbow, 20 arrows, short sword; 216 gp per person.

Cavalry, light: light warhorse with studded leather barding, scale mail armor, large wooden shield, heavy lance, light flail; 315 gp per person.

Cavalry, heavy: heavy warhorse with chainmail barding, banded mail, large wooden shield, heavy lance, longsword; 1,292 gp per person.

Infantry, light: scale mail armor, large wooden shield, longsword; 72 gp per person.

Infantry, heavy: splint mail armor, large wooden shield, longsword; 222 gp per person.

Guard: chainmail, guisarme, heavy pick; 167 gp per person.

Officer: breastplate, large steel shield, longsword, dagger; 237 gp per person.

Skirmisher: studded leather armor, buckler, shortbow, 20 arrows, scimitar; 86 gp per person.


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