Hirelings

Hirelings

Henchmen and hirelings can be acquired in a number of ways.

One way of acquiring these servants is through adventuring. Villagers the character has aided and slaves he has rescued are often quick to offer their services to the great personages that are player characters. The character may have a number of these servants equal to his level plus his Charisma modifier (minimum 0). These servants will willingly accompany the character on his adventure. They do not gain experience points or count against the experience earned by the PC.

  • Note: These are in addition to any Followers he may gain from the Leadership feat. The player characters are also free to recruit additional NPC assistance, but such characters count against the party experience earned as normal.

Slaves may be purchased in any nation where it is legal. Slaves perform whatever tasks they are ordered to perform and thus can be taken adventuring or left behind as desired by the player character. Slaves act as normal servants in regards to stats (see below).

Servants can also be hired (hence “Hireling”). Hired servants expect to be paid a wage (either weekly or monthly depending on the servant type) and typically charge additional “hazard pay” if asked to go adventuring with the player characters. Hazard pay is usually requested up front and left in the care of the servant’s friends or relatives. If the PCs regularly hire servants from an area and they do not return (or return injured) the DM should feel free to raise the requested hazard pay of future servants recruited from that area (or make them unavailable at all).

“Men-at-Arms”, who have more military training and experience than typical hirelings, will often expect a share of the profits from a successful dungeon delve instead of a weekly wage. In such a case their wages are expressed in terms of the share they demand. For example, a party of 3 PCs hires two men-at-arms each of whom demand 1/2 share, if any treasure is discovered the party must split it 4 ways, with 1 share being divided between the hirelings.

Paying hirelings more often results in greater morale (as they have a higher stake in the venture). For every doubling of the base wages the hireling gains +1 to its base morale (to a maximum base morale of 15). For example, a conscript normally demands 1/4 share of any treasures found and has a base morale of 10, if the PCs offer him a full share his base morale would be increased to 12.

Note: Servants (and Slaves) are free-willed sentient beings. They will follow orders so long as they are treated fairly. If the player character orders them to take some clearly dangerous or suicidal action (i.e. “I think there this corridor is trapped, you go first…”) they will likely balk and run. Unless, of course, the PC is deemed more dangerous than the other potential threat (usually via an Intimidate check).


Non-Combative Servants

Common Statistics

All Servants are 0th-level commoners and gain the following base statistics. Note that these statistics assume that the character is human, for servants of other races see here.

Hit Points: 2 (plus Constitution modifier)
Base Morale: 7
Saves: +0 on all saves (plus ability modifiers)
Attacks: +0 (plus ability modifiers)
AC: 10 (plus ability modifier and armor)
CMB/CMD: +0 / 10 (plus ability modifiers)
Ability Scores: As below, then apply racial or age modifiers
Skills: As below. Extra skill points for being human can be spent on any skill (treated as non-class skills).
Proficiencies: As below
Human Feats: Human servants always gain Alertness as a bonus feat.

Farmer

  • Ability Scores: Str 12, Dex 8, Con 12, Int 10, Wis 13, Cha 10
  • Statistics: +1 on Fortitude saves
  • Literate: No
  • Skills: Craft (Carpentry) +4, Diplomacy +4, Handle Animal +5, Heal +8, Knowledge (nature) +5, Perception +3, Perform (singing) +4, Profession (farmer) +5, Sense Motive +3, Survival +8
  • Proficiencies: Sickle, Farm Implements†
  • Wages: 3g 3s per week
  • Hazard Pay: 15g
  • Feats: Self-Sufficient
  • Special: Can use farm tools as improvised weapons without penalty and gain +1 on attack with such items
  • Equipment: Peasant’s Outfit, Sickle, 1 useful tool (shovel, etc.)

Midwife

  • Ability Scores: Str 10, Dex 8, Con 12, Int 12, Wis 14, Cha 10
  • Statistics: +1 on Fortitude and Will saves
  • Literate: No
  • Skills: Craft (cooking) +5, Handle Animal +4, Heal +9, Knowledge (local) +5, Knowledge (religion) +2, Perception +4, Perform (singing) +4, Profession (herbalist) +6, Sense Motive +4, Survival +7
  • Proficiencies: Dagger/Knife
  • Wages: 5g per week
  • Hazard Pay: 20g
  • Feats: Skill Focus (Heal)
  • Special: Stabilize dying creature by touch as a standard action.
    • Patients of long-term care heal +2 hit points per day.
  • Equipment: Peasant’s Outfit, Healer’s Kit (5 uses)

Herald

  • Ability Scores: Str 8, Dex 12, Con 11, Int 10, Wis 10, Cha 14
  • Statistics:
  • Literate: Yes
  • Skills: Intimidate +6, Knowledge (nobility) +6, Linguistics +5, Perception +2, Perform (oratory) +7, Ride +5, Sense Motive +2
  • Proficiencies: Light Mace
  • Wages: 3g 3s per week
  • Hazard Pay: 15g
  • Feats: Scion of Peace
  • Special: Know 1 additional language.
    • Effects that grant the herald morale bonuses last 1d4 rounds longer than they normally would.
  • Equipment: Courtier’s Outfit, Trumpet, Light Mace

Fisherman

  • Ability Scores: Str 11, Dex 10, Con 13, Int 10, Wis 13, Cha 8
  • Statistics:
  • Literate: No
  • Skills: Bluff +5, Climb +5, Craft (boatwright) +4, Perception +3, Perform (storytelling) +3, Profession (sailor) +5, Profession (fisher) +5, Sense Motive +3, Swim +8
  • Proficiencies: Net
  • Wages: 3g 3s per week
  • Hazard Pay: 15g
  • Feats: Weapon Focus (net)
  • Special: You can hold your breath for 2 extra rounds when underwater.
    • You only have to make swim checks once every two hours to avoid fatigue (instead of every hour).
  • Equipment: Peasant’s Outfit, Net, Fishing Gear

Woodcutter

  • Ability Scores: Str 15, Dex 9, Con 12, Int 10, Wis 11, Cha 8
  • Statistics:
  • Literate: No
  • Skills: Acrobatics +0, Climb +6, Knowledge (nature) +4, Perception +2, Perform (singing) +3, Profession (lumberjack) +4, Sense Motive +2, Stealth +0, Survival +4
  • Proficiencies: Battleaxe
  • Wages: 1g 2s per week
  • Hazard Pay: 6g
  • Feats: Weapon Focus (battleaxe)
  • Special: +1 damage with axes.
    • +2 on rolls to confirm Critical hits with axes.
    • +1 on CMD to resist Trip attempts.
  • Equipment: Peasant’s Outfit, Woodsman’s Axe (treat as battleaxe)

Hunter/Trapper

  • Ability Scores: Str 12, Dex 14, Con 10, Int 10, Wis 13, Cha 8
  • Statistics:
  • Literate: No
  • Skills: Craft (cooking) +4, Diplomacy +3, Disable Device +7, Knowledge (geography) +5, Perception +4, Profession (hunter) +5, Stealth +6, Sense Motive +3, Survival +9
  • Proficiencies: Sling, Javelin, Shortbow
  • Wages: 2g 1s per week
  • Hazard Pay: 9g
  • Feats: Skill Focus (Survival)
  • Special: +1 on Survival checks to follow tracks.
    • +1 on Initiative and +2 on Survival in a chosen terrain (see Favored Terrains).
  • Equipment: Peasant’s Outfit, Sling, Trapmaking Kit

Clerk

  • Ability Scores: Str 8, Dex 10, Con 9, Int 14, Wis 12, Cha 11
  • Statistics:
  • Literate: Yes
  • Skills: Bluff +4, Diplomacy +4, Knowledge (local) +7, Knowledge (religion) +7, Knowledge (nobility) +7, Linguistics +6, Perception +4, Sense Motive +4
  • Proficiencies: Dagger/Knife
  • Wages: 9g per week
  • Hazard Pay: 36g
  • Feats: Iron Will
  • Special: 1 bonus language
  • Equipment: Courtier’s Outfit, Writing Implements

Shopkeeper

  • Ability Scores: Str 9, Dex 10, Con 8, Int 12, Wis 12, Cha 13
  • Statistics: +1 on Reflex and Will saves
  • Literate: No
  • Skills: Appraise +6, Bluff +6, Diplomacy +7, Intimidate +3, Perception +7, Profession (merchant) +5, Sense Motive +9
  • Proficiencies: Club
  • Wages: 7g per week
  • Hazard Pay: 28g
  • Feats: Persuasive
  • Special: +1 on Bluff and Diplomacy checks vs. customers.
  • Equipment: Artisan’s Outfit, Cudgel, Purse (1d20 sp)

Priest

  • Ability Scores: Str 9, Dex 8, Con 10, Int 12, Wis 14, Cha 12
  • Statistics:
  • Literate: Yes
  • Skills: Diplomacy +5, Knowledge (religion) +6, Knowledge (arcana) +5, Knowledge (nobility) +5, Perform (oratory) +5, Perception +4, Profession (scribe) +6, Sense Motive +4
  • Proficiencies: Battle Aspergillum, Deity’s Favored Weapon
  • Wages: 1p per week
  • Hazard Pay: 28g
  • Feats: 1 Prayer Feat appropriate to religion
  • Special: Can Channel Energy 1/day as a 1st level Cleric.
    • Choose 2 0th-level Cleric spells, you can cast these spells 1/day each (Caster level 1st).
    • As a standard action, at will, can recite a chant that acts as a Sanctuary spell against demons (caster level 2nd, DC 13).
  • Equipment: Cleric’s Vestments, Wooden Holy Symbol, 1 vial Holy Water

Sorcerer

  • Ability Scores: Str 8, Dex 12, Con 10, Int 12, Wis 10, Cha 14
  • Statistics: +1 on Will saves
  • Literate: Yes
  • Skills: Craft (calligraphy) +5, Diplomacy +6, Knowledge (arcana) +5, Perception +3, Profession (scribe) +4, Sense Motive +2, Spellcraft +5, Stealth +5, Use Magic Device +3
  • Proficiencies: Quarterstaff
  • Wages: 2p per week
  • Hazard Pay: 45g
  • Feats: Scribe Scroll
  • Special: +2 saves vs. Cold, Electricity, and Fire.
    • Gain +2 saves vs. Death and auto-stabilize when under the effects of any spell.
    • Choose 3 0th-level Sorcerer/Wizard spells, you can cast these spells at will (Caster level 1st).
  • Equipment: Artisan’s Outfit, Spell Component Pouch, Staff

Craftsman

  • Ability Scores: Str 10, Dex 12, Con 8, Int 13, Wis 12, Cha 10
  • Statistics:
  • Literate: No
  • Skills: Craft (any one) +10, Craft (any one) +5, Diplomacy +4, Knowledge (engineering) +4, Perception +3, Profession (any one) +2, Sense Motive +3
  • Proficiencies: Light Crossbow
  • Wages: 6g per week
  • Hazard Pay: 24g
  • Feats: Skill Focus (Craft)
  • Special: Reduce the cost to craft items by 5%.
    • When making a Craft check to earn an income, the earned money for the week is increased by 10%.
    • +1 damage vs. creatures or objects made of clay, earth, crystal, metal, or stone.
  • Equipment: Artisan’s Outfit, Craft Tools

Sailor

  • Ability Scores: Str 10, Dex 12, Con 13, Int 8, Wis 12, Cha 10
  • Statistics: +1 on Fortitude saves
  • Literate: No
  • Skills: Acrobatics +5, Bluff +4, Climb +6, Perception +3, Perform (singing) +4, Profession (sailor) +7, Sense Motive +3, Swim +2
  • Proficiencies: Cutlass
  • Wages: 7g per week
  • Hazard Pay: 28g
  • Feats: Athletic
  • Special: +1 on attacks of opportunity when on a ship.
    • Improve the attitudes of ship captains, caravan leaders, and similar types by 1 step.
  • Equipment: Peasant’s Outfit, Cutlass

Laborer

  • Ability Scores: Str 14, Dex 10, Con 12, Int 8, Wis 11, Cha 9
  • Statistics: +2 on Fortitude and Will saves
  • Literate: No
  • Skills: Acrobatics +4, Intimidate +3, Perception +2, Perform (singing) +3, Profession (any one) +4, Sense Motive +2
  • Proficiencies: Club, Tools†
  • Wages: 1g per day
  • Hazard Pay: 16g
  • Feats: Endurance
  • Special: DR 1/Lethal
  • When using a tool of your trade (must have 1 rank in an appropriate Craft or Profession) as a weapon, you take no penalty for using an improvised weapon and gain +1 on attack rolls.
  • Equipment: Peasant’s Outfit, 1 useful tool (i.e. Shovel)

Tailor

  • Ability Scores: Str 8, Dex 12, Con 9, Int 14, Wis 12, Cha 10
  • Statistics: +1 on Will saves
  • Literate: No
  • Skills: Craft (tailoring) +9, Craft (weaving) +6, Diplomacy +4, Disguise +1, Perception +3, Profession (dyer) +5, Sense Motive +3
  • Proficiencies: Dagger/Knife
  • Wages: 7g 2s per week
  • Hazard Pay: 30g
  • Feats: Skill Focus (Craft [tailor])
  • Special: Reduce cost to craft cloth goods by 5%.
    • Can make a Craft (tailoring) check (DC 10 + gp difference) to change one outfit into another.
  • Equipment: Artisan’s Outfit, Scissors, Needle and Thread

Runner

  • Ability Scores: Str 10, Dex 12, Con 15, Int 11, Wis 8, Cha 9
  • Statistics: +2 on Fortitude saves
  • Literate: No
  • Skills: Handle Animal +3, Knowledge (geography) +4, Knowledge (local) +4, Perception +2, Sense Motive +1, Stealth +5
  • Proficiencies: Shortspear
  • Wages: 3g 1s per week
  • Hazard Pay: 13g
  • Feats: Run
  • Special: +1 on Constitution checks for running or forced marches.
    • +10 feet speed when Running or Charging.
    • +1 on attacks of opportunity with shortspears.
  • Equipment: Peasant’s Outfit, Good Boots

Brewer/Vintner

  • Ability Scores: Str 8, Dex 9, Con 10, Int 14, Wis 12, Cha 12
  • Statistics:
  • Literate: No
  • Skills: Appraise +6, Craft (alchemy) +8, Diplomacy +5, Knowledge (local) +6, Perception +3, Profession (brewer) +5, Sense Motive +3
  • Proficiencies: Sickle
  • Wages: 1p per week
  • Hazard Pay: 45g
  • Feats: Great Fortitude
  • Special: Can drink a potion as a move action.
    • +2 saves vs. Mind-affecting effects for 1 hour when you imbibe an alcoholic beverage
    • +2 saves vs. Poisons and Drugs. +4 saves to avoid the effects of Alcohol.
  • Equipment: Artisan’s Outfit, Wineskin (full)

Scholar

  • Ability Scores: Str 8, Dex 11, Con 10, Int 15, Wis 12, Cha 9
  • Statistics: +1 on Will saves
  • Literate: Yes
  • Skills: Knowledge (any one) +11, Knowledge (two others) +6, Linguistics +7, Perception +4, Profession (scribe) +5, Sense Motive +4, Spellcraft +7, Stealth +4
  • Proficiencies: Club
  • Wages: 2g per day
  • Hazard Pay: 30g
  • Feats: Skill Focus (Knowledge [any one])
  • Special: Gain 1 bonus language.
    • +2 saves vs. Divination effects.
    • 1/day can make a DC 20 Knowledge check. You add the amount by which you succeed to your next Knowledge check.
  • Equipment: Scholar’s Outfit, Spectacles, Walking Stick (club)

Courier

  • Ability Scores: Str 8, Dex 14, Con 10, Int 12, Wis 9, Cha 12
  • Statistics:
  • Literate: Yes
  • Skills: Diplomacy +6, Knowledge (local) +6, Linguistics +6, Perception +1, Perform (oratory) +5, Ride +6, Sense Motive +1, Stealth +6
  • Proficiencies: Light Mace
  • Wages: 1g 2s per day
  • Hazard Pay: 27g
  • Feats: Cosmopolitan
  • Special: +2 on Diplomacy and Perform checks when dealing with people of high social status.
  • Equipment: Coutier’s Outfit, Satchel, Cudgel (light mace)

Artist

  • Ability Scores: Str 10, Dex 13, Con 8, Int 12, Wis 12, Cha 10
  • Statistics:
  • Literate: No
  • Skills: Bluff +2, Craft (sculpture, painting, or engraving) +10, Craft (one other) +5, Knowledge (local) +6, Perception +4, Perform (poetry) +5, Sense Motive +4
  • Proficiencies: Dagger/Knife
  • Wages: 5g per week
  • Hazard Pay: 20g
  • Feats: Skill Focus (Craft [sculpture, painting, or engraving])
  • Special: +2 on Knowledge (local) checks to know about the local art or music scene.
  • Equipment: Artisan’s Outfit, Craft Tools

Performer

  • Ability Scores: Str 10, Dex 12, Con 9, Int 11, Wis 8, Cha 15
  • Statistics:
  • Literate: No
  • Skills: Bluff +6, Diplomacy +6, Knowledge (local) +1, Perception +1, Perform (any one) +9, Profession (waiter) +3, Sleight of Hand +5, Sense Motive +1
  • Proficiencies: Dagger/Knife
  • Wages: 5g per week
  • Hazard Pay: 20g
  • Feats: Lingering Performance
  • Special: Use Bardic Performance as a 1st level Bard for 3 rounds per day.
    • +1 on Acrobatics, Diplomacy, Handle Animal, Intimidate, Perform, and Ride checks if you take twice the normal amount of time.
    • +2 on Knowledge (local) checks to know about the local music scene.
  • Equipment: Performer’s Outfit, 1 Instrument, Dagger

Rat Catcher

  • Ability Scores: Str 9, Dex 11, Con 13, Int 10, Wis 12, Cha 8
  • Statistics: +2 on Initiative
  • Literate: No
  • Skills: Acrobatics +4, Climb +3, Craft (trapmaking) +4, Knowledge (nature) +2, Perception +5, Sense Motive +3, Survival +1, Swim +3
  • Proficiencies: Spear
  • Wages: 2g per week
  • Hazard Pay: 9g
  • Feats: Great Fortitude
  • Special: Rat Catchers are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
    • Speak with Rats (as the Speak with Animals spell) at will.
    • Wild Empathy +0
    • +2 saves vs. Poison, Nausea, and effects that would make you Sickened.
  • Equipment: Peasant’s Outfit, Spear, 1 dose Arsenic

Scribe

  • Ability Scores: Str 8, Dex 11, Con 10, Int 15, Wis 12, Cha 9
  • Statistics:
  • Literate: Yes
  • Skills: Knowledge (geography) +6, Knowledge (local) +6, Knowledge (history) +6, Knowledge (nobility) +6, Linguistics +7, Perception +3, Profession (scribe) +5, Sense Motive +3, Use Magic Device +4
  • Proficiencies: Dagger
  • Wages: 9g per week
  • Hazard Pay: 36g
  • Feats: Scribe Scroll
  • Special: +2 saves vs. glyphs and symbols.
  • Equipment: Scholar’s Outfit, Writing Implements

Physician

  • Ability Scores: Str 8, Dex 9, Con 13, Int 11, Wis 14, Cha 10
  • Statistics:
  • Literate: No
  • Skills: Craft (alchemy) +4, Diplomacy +4, Heal +9, Knowledge (nature) +4, Knowledge (local) +4, Perception +5, Profession (herbalist) +6, Sense Motive +4
  • Proficiencies: Dagger
  • Wages: 9d per week
  • Hazard Pay: 36s
  • Feats: Skill Focus (Heal)
  • Special: +1 saves vs. Disease.
    • +4 on Heal checks to treat diseases or poisons.
    • When you use the Heal skill to provide long-term care, your patients heal +2 hit points per day.
  • Equipment: Scholar’s Outfit, Healer’s Kit [5 uses]

Thief

  • Ability Scores: Str 13, Dex 14, Con 11, Int 10, Wis 8, Cha 9
  • Statistics:
  • Literate: No
  • Skills: Acrobatics +6, Disable Device +6, Knowledge (local) +4, Perception +6, Sleight of Hand +7, Stealth +6, Sense Motive +1
  • Proficiencies: Dagger, Club
  • Wages: 1d 1f per day
  • Hazard Pay: 22s
  • Feats: Lightning Reflexes
  • Special: +1 damage against flanked or flat-footed opponents.
  • Equipment: Peasant’s Outfit, Dagger, Thieves’ Tools

Men-at-Arms

Common Statistics

All Men-at-arms are 0th-level commoners and gain the following base statistics.

Hit Points: 4 (plus Constitution modifier)
Base Morale: 10
Saves: +0 on all saves (plus ability modifiers)
Attacks: +0 (plus ability modifiers)
AC: 10 (plus ability modifier and armor)
CMB/CMD: +0 / 10 (plus ability modifiers)
Ability Scores: As below, then apply racial or age modifiers
Skills: As below. Extra skill points for being human can be spent on any skill (treated as non-class skills).
Proficiencies: Light Armor, Light Shields, Simple Weapons (and as below)
Human Feats: Human men-at-arms always gain Toughness as a bonus feat.

Conscript

  • Ability Scores: Str 12, Dex 12, Con 13, Int 9, Wis 8, Cha 10
  • Morale:
  • Statistics:
  • Literate: No
  • Skills: Climb +5, Handle Animal +4, Perform (singing) +4, Profession (soldier) +5, Survival +4
  • Proficiencies: Shortsword
  • Wages: 1/4 share
  • Hazard Pay: 6g
  • Feats: Endurance
  • Special: +1 on attacks of opportunity with spears.
    • +1 on Constitution checks for running or forced marches.
    • After your first attack with a non-proficient weapon, the non-proficiency penalty drops by 2.
  • Equipment: Peasant’s Outfit, Leather Armor, Light Wooden Shield, Shortsword

Guard

  • Ability Scores: Str 10, Dex 12, Con 14, Int 9, Wis 12, Cha 8
  • Morale: +1
  • Statistics: +2 on Initiative
  • Literate: No
  • Skills: Acrobatics +5, Heal +5, Intimidate +3, Perception +7, Sense Motive +7
  • Proficiencies: Heavy Shields, Longsword, Shield Bash
  • Wages: 1/3 share
  • Hazard Pay: 17g
  • Feats: Alertness
  • Special: none
  • Equipment: Peasant’s Outfit, Leather Armor, Heavy Wooden Shield, Longsword

Marine

  • Ability Scores: Str 14, Dex 10, Con 12, Int 9, Wis 12, Cha 8
  • Morale: +1
  • Statistics: +1 on Will saves
  • Literate: No
  • Skills: Climb +3, Acrobatics +4, Intimidate +3, Profession (sailor) +5, Swim +3
  • Proficiencies: Cutlass
  • Wages: 1/3 share
  • Hazard Pay: 16g
  • Feats: Weapon Focus (Cutlass)
  • Special: +1 on attacks of opportunity when on a ship.
    • Can make Charge attacks when swimming downstream.
  • Equipment: Peasant’s Outfit, Leather Armor, Light Wooden Shield, Cutlass

Squire

  • Ability Scores: Str 14, Dex 12, Con 10, Int 10, Wis 8, Cha 12
  • Morale: +2
  • Statistics:
  • Literate: Yes
  • Skills: Acrobatics +5, Diplomacy +5, Handle Animal +2, Knowledge (nobility) +3, Knowledge (engineering) +5, Knowledge (religion) +5, Profession (scribe) +3, Ride +5
  • Proficiencies: Medium Armor, Heavy Shields, Lance, Shortsword, Longsword, Hand Crossbow
  • Wages: 1 share
  • Hazard Pay: 40g
  • Feats: Mounted Combat
  • Special: none
  • Equipment: Courtier’s Outfit, Scale Mail, Heavy Wooden Shield, Longsword

Man-at-Arms

  • Ability Scores: Str 14, Dex 10, Con 12, Int 12, Wis 9, Cha 8
  • Morale: +4
  • Statistics:
  • Literate: Yes
  • Skills: Acrobatics +4, Handle Animal +3, Intimidate +3, Knowledge (geography) +5, Profession (hunter) +3, Ride +4, Stealth +4, Survival +3
  • Proficiencies: Medium Armor, Heavy Shields, Longsword, Hand Crossbow
  • Wages: 1 share
  • Hazard Pay: 32g
  • Feats: Weapon Focus (Longsword)
  • Special: +1 AC when wearing medium or heavy armor.
    • +2 saves vs. Fear.
    • +2 CMD vs. Disarm attempts.
  • Equipment: Traveler’s Outfit, Scale Mail, Heavy Wooden Shield, Longsword

Foot Soldier

  • Ability Scores: Str 14, Dex 12, Con 12, Int 10, Wis 9, Cha 8
  • Morale: +2
  • Statistics:
  • Literate: No
  • Skills: Acrobatics +5, Heal +3, Intimidate +3, Knowledge (engineering) +1, Profession (soldier) +5, Survival +3
  • Proficiencies: Tower Shields, Flail, 1 Martial Polearm
  • Wages: 1/2 share
  • Hazard Pay: 18g
  • Feats: Shield Wall
  • Special: +2 damage vs. Flanked opponents.
  • Equipment: Peasant’s Outfit, Leather Armor, Tower Shield, Flail

Archer

  • Ability Scores: Str 10, Dex 14, Con 13, Int 9, Wis 11, Cha 8
  • Morale:
  • Statistics: +2 on Initiative
  • Literate: No
  • Skills: Acrobatics +6, Craft (bowyer/fletcher) +3, Perception +5, Stealth +6, Survival +4
  • Proficiencies: Shortbow, Longbow
  • Wages: 1/3 share
  • Hazard Pay: 13g
  • Feats: Point-Blank Shot
  • Special: +1 on rolls to confirm Critical Hits with ranged weapons.
  • Equipment: Peasant’s Outfit, Leather Armor, Longbow, Quiver w/ 20 Arrows

Cavalryman

  • Ability Scores: Str 14, Dex 12, Con 12, Int 8, Wis 9, Cha 10
  • Morale: +4
  • Statistics:
  • Literate: No
  • Skills: Handle Animal +1, Intimidate +4, Knowledge (nobility) +0, Perception +0, Profession (soldier) +0, Ride +5
  • Proficiencies: Medium Armor, Heavy Armor, Heavy Shields, Lance, Longsword
  • Wages: 1/2 share
  • Hazard Pay: 20g
  • Feats: Mounted Combat
  • Special: Add +10 feet to mount’s speed when making a mounted charge.
    • Reduce armor check penalty by 1.
    • +2 saves vs. Fear.
  • Equipment: Traveler’s Outfit, Scale Mail, Heavy Wooden Shield, Lance, Horse

Crossbowman

  • Ability Scores: Str 10, Dex 15, Con 11, Int 9, Wis 12, Cha 8
  • Morale:
  • Statistics: +4 on Initiative
  • Literate: No
  • Skills: Acrobatics +6, Craft (bowyer/fletcher) +3, Perform (singing) +3, Stealth +6, Survival +4
  • Proficiencies: Repeating Crossbow
  • Wages: 1/3 share
  • Hazard Pay: 15g
  • Feats: Rapid Reload
  • Special: If you act during the surprise round, you can draw a weapon as a free action.
    • +1 on attack rolls during a surprise round.
  • Equipment: Traveler’s Outfit, Leather Armor, Heavy Crossbow, Case w/ 20 Bolts

Free Companyman

  • Ability Scores: Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8
  • Morale: +2
  • Statistics:
  • Literate: No
  • Skills: Intimidate +3, Knowledge (religion) +5, Perception +3, Ride +5, Stealth +5
  • Proficiencies: Medium Armor, Heavy Shields, Longsword, Scimitar, Greatsword
  • Wages: 1/2 share
  • Hazard Pay: 22g
  • Feats: Combat Reflexes
  • Special: +1 to Combat Maneuver Defense.
    • +2 on attacks of opportunity with swords or daggers.
  • Equipment: Traveler’s Outfit, Scale Mail, Heavy Wooden Shield, Longsword

Thug

  • Ability Scores: Str 13, Dex 12, Con 11, Int 8, Wis 9, Cha 10
  • Morale: -1
  • Statistics:
  • Literate: No
  • Skills: Acrobatics +5, Intimidate +8, Knowledge (local) +3, Stealth +5
  • Proficiencies: Garrote, Sap
  • Wages: 1/4 share
  • Hazard Pay: 17g
  • Feats: Improved Initiative
  • Special: +1 damage vs. flanked or flat-footed opponents.
  • Equipment: Peasant’s Outfit, Leather Armor, Small Wooden Shield, Club

Slaves

Common Statistics

All Slaves are 0th-level commoners and gain the following base statistics.

Hit Points: 2 (plus Constitution modifier)
Base Morale: 7
Saves: +0 on all saves (plus ability modifiers)
Attacks: +0 (plus ability modifiers)
AC: 10 (plus ability modifier and armor)
CMB/CMD: +0 / 10 (plus ability modifiers)
Ability Scores: As below, then apply racial or age modifiers
Skills: As below. Extra skill points for being human can be spent on any skill (treated as non-class skills).
Proficiencies: As below
Human Feats: Human slaves always gain Endurance as a bonus feat.

Common Slave

  • Ability Scores: Str 12, Dex 10, Con 12, Int 9, Wis 11, Cha 8
  • Statistics:
  • Literate: No
  • Skills: Bluff +4, Profession (any one) +4, Perform (singing) +3, Stealth +5
  • Proficiencies: Club
  • Feats: Great Fortitude
  • Special: +2 saves vs. madness and confusion effects.
    • Targets must make a Sense Motive check to recognize that your nonlethal attacks are not accidents.

Slave Laborer

  • Ability Scores: Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9
  • Statistics: +1 on all saves; +1 on Initiative
  • Literate: No
  • Skills: Knowledge (nature) +3, Escape Artist +2, Perform (singing) +3, Profession (any one) +4, Ride +4, Survival +4
  • Proficiencies: Sickle, and 1 of Earthbreaker, Scythe, or Pick-axe
  • Feats: Toughness
  • Special: Use Strength instead of Dexterity for Escape Artist checks

Household Slave

  • Ability Scores: Str 9, Dex 11, Con 12, Int 12, Wis 8, Cha 10
  • Statistics: +2 on Initiative
  • Literate: No
  • Skills: Diplomacy +5, Craft (cooking or seamstress) +5, Perception +1, Profession (any one) +3, Sense Motive +4, Sleight of Hand +4
  • Proficiencies: Dagger
  • Feats: Alertness
  • Special: +1 on Bluff and Diplomacy checks vs. Freedmen

Halfling Slip

  • Requirements: Halflings only (racial ability modifiers and skill bonuses already included)
  • Ability Scores: Str 6, Dex 14, Con 10, Int 11, Wis 8, Cha 11
  • Literate: No
  • Statistics: +1 on Reflex saves
  • Skills: Acrobatics +4, Climb +0, Bluff +4, Knowledge (local) +4, Perception +4, Sleight of Hand +7, Stealth +11
  • Proficiencies: Dagger
  • Feats: Well Prepared
  • Special: +3 on Bluff or Diplomacy to avoid punishment by lawful authorities.
    • +3 on Bluff checks to gain food, water, or shelter.
    • 1/day can reroll a failed save.

Specialized Slave

  • Ability Scores: Str 10, Dex 11, Con 8, Int 13, Wis 12, Cha 9
  • Statistics: +1 on Reflex and Will saves
  • Literate: Yes
  • Skills: Appraise +5, Diplomacy +3, Craft (any one) +11, Knowledge (local) +5, Linguistics +5
  • Proficiencies: Dagger
  • Feats: Skill Focus (Craft)
  • Special: Reduce cost to craft items by 5%.
    • +2 on Perception checks to find secret doors

Harem Slave

  • Ability Scores: Str 10, Dex 11, Con 12, Int 8, Wis 8, Cha 13
  • Statistics:
  • Literate: No
  • Skills: Bluff +9, Diplomacy +5, Disguise +8, Sense Motive +4
  • Proficiencies: Dagger/Knife
  • Feats: Deceitful
  • Special: +2 on Bluff and Diplomacy vs. creatures that would find the slave attractive
    • Cast Daze (DC 12) 1/day as a spell-like ability
    • +1 on Bluff, Diplomacy, and Intimidate when wearing clothing and/or jewelry worth at least 150gp

Galley Slave

  • Ability Scores: Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8
  • Statistics: +1 on Fortitude and Will saves
  • Literate: No
  • Skills: Climb +5, Knowledge (geography) +3, Perform (singing) +3, Profession (sailor) +6, Swim +3
  • Proficiencies: Oar (as quarterstaff)
  • Feats: Galley Slave
  • Special: Only has to make swim checks once every two hours to avoid fatigue (instead of every hour).

Hirelings

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