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 by a character to perform specific services, they are not treated as retainers and thus do not count toward a character’s maximum number of retainers.
The most common types of specialists are described, along with their typical monthly pay rates. This list is not exhaustive and the referee may create additional types of specialists as needed.
Specialists can be located by posting notices of help wanted. The response will depend on the availability of suitable specialists in the area and the offer made.
The monthly rate of pay includes food and basic gear.
Specialist | Wage per Month |
---|---|
Alchemist | 1,000gp |
Animal trainer | 500gp |
Armourer | 100gp |
Assistant armourer | 15gp |
Blacksmith | 25gp |
Engineer | 750gp |
Navigator | 150gp |
Oarsman | 2gp |
Sage | 2,000gp |
Sailor | 10gp |
Ship’s captain | 250gp |
Spy | 500gp (or more) |
Gunsmith | 100gp |
Assistant Gunsmith | 15gp |
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, p114).
Researching potions: An alchemist may also research new potions, but this takes twice as long and costs twice as much as normal.
Trainers are not required for small numbers of common animals like dogs, horses, or mules, but more exotic animals or larger numbers of normal animals require a specialised trainer.
Speciality: All animal trainers are specialised in a particular kind of animal.
Number of animals: A trainer can have up to six animals under their care at a time.
Time required: The referee decides how long an animal must be trained, based on the nature of the training. It will take a minimum of one month to teach an animal the first new behaviour or trick. After this first month, an animal has become accustomed to the trainer and can be taught additional behaviours at twice the rate (two weeks per behaviour).
Interruptions: If training is interrupted, all time already spent on that particular behaviour is lost and the animal becomes unable to learn further behaviours.
Producing weapons and armour: Per month, an armourer can make five weapons, three shields, or one suit of armour.
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) may be doubled by hiring two assistant armourers and one blacksmith. If four assistants and two blacksmiths are hired, the armourer’s output may be quadrupled. An armourer cannot coordinate more assistants than this.
Apprentices who may work under an armourer to increase the rate of production. See Armourer.
Craftsmen trained in the art of forging metal. Blacksmiths may be hired to work under an armourer to increase the rate of production. See Armourer.
Engineers plan and oversee large construction projects such as building strongholds (see Strongholds, p238).
Number required: One engineer is needed per 100,000gp cost of the project.
Speciality: Humans usually handle overground structures, while dwarves may be hired for underground construction.
A navigator is a sailor who understands how to read charts and navigate based on instruments and the position of the stars. Any time a ship ventures beyond sight of a coastline, it becomes lost if a navigator is not aboard. (See Waterborne Adventuring, p214.)
Unskilled normal humans who man the oars of sea vessels. Not trained for combat.
Sages are very rare individuals who devote their lives to the study of obscure knowledge. A sage may be consulted to answer unusual questions.
Time and cost: The referee must judge the time and cost required to research the answer to a question.
Chance of success: There is never a 100% chance of success in finding an answer.
Skilled normal humans who can handle a ship. Sailors can fight to defend their ship, typically being equipped with a sword, shield, and leather armour.
A captain is required for any large ship, is skilled like a sailor, and has an intimate knowledge of the particular coasts they frequent.
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 may be of any character class.
Time: The referee will determine the time required for the job.
Chance of success: The referee judges the probability of success in the mission, based on the circumstances.
Reliability: Spies may or may not be reliable and could stab the hiring character in the back (perhaps literally!).
Craftspeople who specialise in the manufacture and maintenance of firearms.
Wage per month: 100gp.
Producing firearms: A gunsmith can make five matchlock firearms per month, one wheellock firearm per month, or two flintlock firearms per month.
Maintaining mercenaries’ firearms: A dedicated gunsmith is required per 50 troops.
Assistants: A gunsmith’s output (either in terms of firearms produced or troops maintained) may be doubled by hiring two assistant gunsmiths and one blacksmith (see Old-School Essentials). If four assistants and two blacksmiths are hired, the gunsmith’s output may be quadrupled. A gunsmith cannot coordinate more assistants than this.
Apprentices who may work under a gunsmith to increase the rate of production. See Gunsmith.
Wage per month: 15gp