This page includes includes servants, slaves, and hirelings (trained and untrained) as well as various services such as passage on ships and such that may be obtained in settled areas.
1 Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles / hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, adding an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
This is a toll commonly assessed to travelers either on a road or seeking entry into a city or town.
Cities and towns often use gate tolls to generate additional income, to favor local sellers over visiting merchants, to discourage heavy traffic in congested areas, or to recoup the cost of constructing and maintaining the road or gate. Bridge tolls are also popular, as most travelers have no easy way to circumvent them. Price 1 cp
New hirelings and servants can be paid on a regular basis to take care of things back home while adventurers are out and about, and the Torchbearer feat allows characters to bring along a novice cohort into the dungeon with them. Outfitting these amateur accomplices with a torchbearer archetype can increase their life expectancies and make them even greater boons in certain dungeon situations.
Even though diligent adventurers spend most of their time in dungeons and other dangerous environs, there's still other work to be done. In most cases, it's easier to simply delegate menial tasks and day-to-day chores to paid servants, partners, and allies. These NPCs are collectively known as hirelings.
The following new types of hirelings perform a variety of functions in the relatively safe confines of civilization, and provide useful information, goods, or services upon their employers' return for a modest sum (noted in parentheses following the hireling's name).
Trained Hirelings The amount shown is the typical daily wage for mercenary warriors, masons, craftsmen, cooks, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay. Typical equipment for a guard or mercenary warrior is studded leather armor and a club, shortsword, or shortspear. Most guards are off-duty soldiers or city watchmen, though some are unskilled laborers with a talent for fighting.
Untrained Hirelings (1 gp–3 gp/day) The amount shown is the typical daily wage for general, or unskilled laborers, maids, and other menial workers. This listing includes any sort of typical employment not covered by another service or job in this section. Examples of untrained hirelings include a town crier, general laborer, maid, mourner, porter, or other menial worker. A trained hireling is a mason, mercenary warrior, carpenter, blacksmith, cook, scribe, painter, teamster, and so on. The listed price represents a minimum wage for an adequately skilled worker, and an expert hireling usually requires significantly higher pay. The listed price is a day's wages (generally 7–10 hours of work per day).
Contingency services are similar to contacts, but represent paying hirelings in advance for future services that begin after a specified signal or time limit. Unlike contacts, most contingency services are arranged as a single transaction, buying one service performed in case of a specific event.
The first step to arranging for such services is finding appropriate hirelings to pay for the job. With a successful DC 15 Diplomacy check, a character locates 1st-level commoners, experts, or warriors in a small town or larger settlement. At the GM's discretion, you can recruit higher-level hirelings by increasing the DC by 5 per level above 1st. Enlisting hirelings with PC classes or rare skills increases the DC by 5. The highest-level hireling you can find in a settlement is at most twice the level of spellcasting available in that settlement. The modifiers for settlement size also apply on Diplomacy checks to hire contingency services. A successful check locates 1d6 skeptical or 2d6 wary hirelings. Exceeding the DC by 5 allows you to add 1d6 hirelings or increase the Trust of your hirelings by 1.
Characters with Leadership can use followers to perform contingency services. Though followers wish to help their leader, they can still decide a specific task is too dangerous or questionable for them, and refuse to undertake it. Followers have a base Trust of 4 and charge one-tenth the normal wages.
Negotiation: When hiring contingency services, you need to outline what you want your hirelings to do, and under what circumstances you want them to do it. Examples include watching over an ally (or animal companion or mount) or business and defending it if attacked, attempting to recover your body from a dungeon and have you raised from the dead if you don't return to town in 2 weeks, paying your fines to get you out of jail if you send word you've been arrested, or sending reinforcements to a specified location if contacted by carrier pigeon.
Negotiation checks work as for contacts, though the Risk of contingency services comes from the danger involved in performing the task (should it prove necessary), even if the task is perfectly legal and moral.
While you can arrange for illegal contingency services (such as paying an assassin to murder anyone who kills you), the risk of the task is more important than the legality. If Risk exceeds a hireling's Trust, a hireling will not automatically refuse the job, but this adds 5 to the result of her opposed Diplomacy check per category of difference. Tasks generally have a Risk of 1, adjusted as follows.
Cost: You must pay hirelings up front for all the work you expect them to do. Hireling wages are based on the most dangerous work they perform each day— if you arrange for a group of mercenaries to watch over your horses and defend the horses if attacked, you must pay them both for the amount of time you wish them to watch over the stable, and for engaging in a fight. Securing service requires at least one week's wages paid in advance, though you can put more into this retainer fund. Once service begins, hirelings deduct their wages from the fund automatically.
* Multiply cost by the level of each hireling squared.
When funds run out, hirelings may remain on duty.
Attempt a new negotiation check (even if you are not physically present) each day or your hirelings abandon their task. Hirelings who remain expect double pay for unpaid days worked. Failure to pay immediately reduces the hirelings' Trust to 1.
Emergency Funds: You may entrust emergency funds to your hirelings for spellcasting, bribes, etc. If their Trust is below 4, make an opposed Diplomacy check each month with a –5 penalty per Trust level below 3. Failure results in embezzlement squandering 1d10×10% of your emergency funds.
Success: Determining if hirelings can successfully carry out the contingency service you pay them for is handled with a skill or ability check, as it is with contacts. A failed check can be retried 1d6 hours later, with a –1 penalty per failed check that day. Failure by 5 or more typically results in a failure so severe the hirelings give up or are incapable of trying again. The GM is the ultimate arbiter of what skill checks are appropriate, with a few examples given below as guidance.
The listed price is for a single night's stay at an inn.
Price 2 gp–32 gp
A cold bath usually involves someone else's used soapy bath water. A hot bath is a one-person washtub filled with hot water one pot at a time. A public bath is a bath facility (such as a bath house or resort) that provides hot water, soap, and cologne or perfume, and may also offer wading pools, massages, or other services for an additional cost. Some public baths require membership or a minimum social status. Price 2 cp–1 gp
The listed price is for up to four items (such as trousers, an undergarment, shirt, and jacket or vest). Additional items may be washed for 3cp each. Laundry is finished the next day unless you bring it to the washer early. Magical laundry service is a mage (typically an apprentice wizard) magically and instantly cleaning your clothes with prestidigitation. Price 1 sp–1 gp
Source Core Rulebook
This includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.
The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This price assumes that you can go to the spellcaster and have the spell cast at her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question, though you may be lucky enough to find someone who has it prepared that day or a spontaneous caster who knows it). If you want to bring the spellcaster somewhere to cast a spell (for example, to cast dispel magic on a magical seal in a dungeon) you need to negotiate with her; the default answer to such requests is typically no, since most people don't actually like to go on unexpected life-threatening adventures.
The price given is for any spell that does not require a costly material component. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell.
If a spell has dangerous consequences (such as contact other plane, which has a risk of decreasing the caster's Intelligence and Charisma), the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn't certain). If these additional costs put the total spellcasting price above 3,000 gp, the spell is not generally available.
In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell (one for the caster to take you there and one for the caster to return), even if you aren't returning with the caster.
Not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.
This title includes valets, butlers, lady's maids, ladies-in-waiting, secretaries, stewards, concierges, majordomos, manservants, bodyservants, and other skilled, trusted servants and employees who work closely with an employer or run a household or business, sometimes without direct supervision. The listed price is per day. Price 1 gp
Sentient creatures sold to perform a multitude of tasks all fall under the category of slaves. Most slaves are kept to do menial jobs, but sometimes slaves perform specialized tasks such as spellcasting or teaching. Slaves vary in quality; the price may be half as much for old or infirm slaves, or several times more for healthy, attractive specimens.
Unscrupulous business owners sometimes use mindless undead laborers. Mindless undead also make good soldiers and exceptional guards, as they attack without concern for their personal welfare. A standard human zombie costs about 90 gp, while a skeleton costs 45 gp, although most necromancers charge an additional fee of 50 to 100 gp to provide a body, and purchasers are expected to provide their own means of controlling their shambling laborers. Most undead available in black market circles are created through arcane necromancy, as those created by dark cults and death-worshiping clerics often exist to fulfill divine plots, while those that arise independently are difficult to sway from the unnatural impulses that spawned them for very long.
Price 100 gp; Passage 3 cp
This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.
Price 15 gp; Passage 1 cp
This two-wheeled vehicle can be drawn by a single horse or other beast of burden, and is often used to transport goods across short distances. It comes with a harness.
Price varies; Passage 2 cp
This two-wheeled vehicle is drawn by a horse. There are three varieties of chariots.
Source Core Rulebook
The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.
Price 20 gp; Passage 3 cp
This sled is designed to be pulled over snow and ice by a team of trained riding dogs. Most sleds have runners at the back for a musher to stand on. A dog sled can carry up to the capacity of all the dogs that pull it.
Price 50 gp; Passage 2 cp
This wagon has runners, making it an ideal conveyance for snow and ice travel. In general, two horses (or other beasts of burden) are needed to draw it. A sled comes with the harness required to pull it.
Price varies; Passage varies
This four-wheeled open vehicle is used for transporting heavy loads. It includes the harness needed to pull it. There are three common varieties of wagon.
Price 30,000 gp; Passage 1 sp
This three-masted ship has 70 oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks close to the coast. It moves about 4 miles / hour when being rowed or under sail.
Price 15,000 gp; Passage 1 sp
This flat-bottomed sailing ship has two or three masts with junk-rigged sails, allowing it to be easily sailed by small crews. Junks typically have a high poop deck and no keel.
Price 3,000 gp; Passage 1 sp
This 50- to 75-foot-long ship is 15 to 20 feet wide and has a dozen oars to supplement its single mast with a square sail. It requires a crew of 8 to 15 to sail and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile / hour.
Price 10,000 gp; Passage 5 cp
This 75-foot-long ship with 40 oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles / hour when being rowed or under sail.
Price —; Passage 1 cp
The most basic and primitive type of watercraft, a raft is a simple, flat boat with no hull, often made of logs lashed together. It typically uses two to four oars for propulsion.
Price 50 gp; Passage 2 cp
This 8- to 12-foot-long boat with two oars holds two or three Medium passengers, and is either carried on the deck of a larger ship or moored to a dock onshore. A rowboat moves about 1-1/2 miles / hour.
Price 10,000 gp; Passage 2 sp
This large, seaworthy ship is 75 to 90 feet long, 20 feet wide, and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles / hour.
Price 500 gp; Passage 2 cp
Ship's boats are usually carried on the decks of larger ships to ferry passengers and cargo.
Price 25,000 gp; Passage 2 sp
This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn't room for supplies to support that many people. A warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles / hour when being rowed or under sail.