D&D In the Closet
You can use downtime to rest and recover. It is assumed that you spend 8 hours resting at night, which allows you to recover 1 hp per level per day and 1 point of ability damage for each affected ability score. If you spend a full day of downtime resting in bed, you recover another 1 hp per level per day and another 1 point of ability damage for each affected ability score.
Working for Gold
The Craft and Profession skills allow you to attempt a skill check once per week, earning an amount of gp equal to 1/2 your check result. If you were to divide that amount by 7, you’d get your earnings per day. However, that assumes you work 7 days per week, and most people take 2 days off per week for rest and worship, so that’s only 5 days of actual work per week. Dividing your check result by 2 and then by 5 is the same as dividing by 10, which is why the downtime system has you divide your check result by 10 to determine gp earned per day.
You can work 7 days per week (if you really need the 2 extra days for earning capital), but even mighty adventurers need a day off now and then!
Construct Buildings / Recruit
Current building is the Base of Operations.
You can use your downtime capital to create a building that suit your needs, such as a temple, guildhall, or mage tower. You construct a building out of component rooms that allow you to configure the building exactly how you want it (see Rooms and Teams).
How much capital you can spend per day is limited by the size of the settlement you’re in. Once you’ve spent the total capital and time needed to finish your building, it’s complete and you can use it immediately.
You can use downtime to help others rest and recover using the Heal skill. For long-term care, treating wounds, and treating disease, you can spend Labor to modify your check result. Each 1 point of Labor spent adds 2 to your check.
- Long-Term Care : Spending a day of downtime on long-term care allows you to care for up to six patients that day.
- Treat Wounds from Caltrops, Spike Growth, or Spike Stones : Spending a day of downtime allows you to treat up to 50 patients of this type. You may combine this option with the treat disease option, caring for up to 50 total patients per day.
- Treat Deadly Wounds : Spending a day of downtime allows you to treat up to 8 patients of this type.
- Treat Disease : Spending a day of downtime allows you to treat up to 50 patients of this type. You may combine this option with the treat wounds from caltrops, caring for up to 50 patients total per day.
If you’ve missed a campaign session or otherwise fallen behind in XP compared to the other characters, you can spend downtime adventuring to help catch up to the other PCs. Usually downtime adventures feature encounters that are much easier than you’d normally expect as part of a group. For example, a 5th-level character might clear zombies out of a crypt or assist some lower-level adventures with a problem that’s a little too difficult for them.
Spending 1 day of downtime adventuring earns you XP as if you had defeated an opponent whose CR was equal to your character level. For example, if you are a 3rd-level character, you would earn 800 XP. You do not earn any treasure or other capital for downtime adventuring.
If using this downtime activity would increase your XP above the highest XP value among all the PCs in your party, it increases your XP to that value instead; any XP earned beyond this amount is lost. This activity allows you only to catch up, not to get ahead.
Current capital tracked at the Base of Operations.
Goods, Influence, Labor, and Magic are the backbone of the downtime system. These types of capital are necessary for completing many downtime activities. You can gain such capital in one of two ways: by purchasing it or by earning it.
Purchasing Capital: The easiest way to gain capital is to purchase it by buying materials, bribing people, paying administrative fees, hiring workers, and so on.
Earning Capital: Many downtime activities, such as doing mundane work with a Craft or Profession skill or gaining the day-to-day profits for running an inn or tavern, allow you to earn capital.
Unskilled Work: You may spend 1 day working in a settlement to earn 5 sp. (Normally, an untrained laborer or assistant earns 1 sp per day, but the downtime system assumes your class abilities mean you are a cut above a typical unskilled laborer and are able to earn more from a day’s work.) Alternatively, you can choose to instead earn 1 point of Goods, Influence, Labor, or Magic. Neither approach requires any particular knowledge or skill check.
Skilled Work: If you have ranks in a useful skill, you can spend 1 day working in a settlement to earn more capital than you would doing unskilled work. Note that this method includes both legal and illegal means of earning capital—for example, a day spent using Sleight of Hand to earn money could be a day spent performing as a street magician or a day spent pickpocketing.
Choose either one type of capital (Goods, Influence, Labor, or Magic) or gp, and attempt a skill check. You can take 10 on this check.
If you chose gp, divide the result of your check by 10 to determine how many gp you earn that day. For example, if your check result is a 16, dividing it by 10 earns you 1 gp and 6 sp that day (round to the nearest silver).
If you chose Goods, Influence, Labor, or Magic, consult the following table to see how much of that type of capital you earn. You must pay the Earned Cost to buy this capital, although if you can’t afford to buy all of it or don’t need more than a certain amount, you can choose to earn less capital than your check indicates. See the Capital Values table for the Earned Cost of each type of capital.
Goods: Appraise, Bluff, Craft, Diplomacy, Disable Device, Handle Animal, Intimidate, Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, religion), Profession, Sleight of Hand, Stealth.
Influence: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (any), Linguistics, Perform, Profession, Ride.
Labor: Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (local), Profession, Ride, Survival, Swim.
Magic: Appraise, Craft, Diplomacy, Heal, Knowledge (arcana, dungeoneering, nature, planes, religion), Linguistics, Profession, Spellcraft, Use Magic Device.
You can use a class ability to provide a service in the settlement to earn capital. For example, a fighter could train a noble’s child in swordplay, a cleric could heal townsfolk, and so on. Choose either one type of capital (Goods, Influence, Labor, or Magic) or gp, and attempt a check (1d20 + your character level + your highest ability modifier — 5). You may take 10 on this check. Treat this check as your skill check result for using skilled work.
Using class abilities is less efficient than performing skilled work; this represents the fact that many classes’ abilities don’t have much direct benefit to a community. As with skilled work, the GM may rule that your abilities are unsuitable and reduce the amount earned by half.
You can trade 3 points of Goods, Labor, Influence, or Magic for 1 point of Goods, Labor, or Influence. Under certain circumstances, the GM may allow you to trade these resources at a 2-for-1 rate rather than the normal 3-for-1. You can trade 5 points of Goods, Labor, or Influence for 1 point of Magic.
NOTE: Capital Spending Limits
The population of a settlement limits how much help you can get on a given day. The following numbers represent the limit of how much Goods, Influence, and Labor you can utilize in settlement each day. Even if you have a lot of Goods and Labor at your disposal from favors and such, a tiny settlement might have only a few hands to spare to turn that capital into finished projects.
Add Spells to Your Spellbook
If you’re a magus or wizard, you can spend 1 day of downtime to copy up to eight spells from other sources into your spellbook. If you’re an alchemist, you can use this option to add new formulae to your formula book. If you’re a witch, you can use this option to add spells to your familiar. You may spend Magic toward the cost of copying spells.
Craft Magic Items
The Core Rulebook details how to craft magic items. As magic item crafting and the downtime rules both use days as time increments for all but the cheapest potions and scrolls, you can spend days in the downtime system to craft magic items, with each downtime day counting as 8 hours of crafting time. You may spend Magic toward the crafting cost.
See Crafting for more information on the Crafting system we are using (which includes an expanded system from the Pathfinder Unchained! book)
Craft Mundane Items
The Craft skill allows you to spend time creating mundane items such as armor, weapons, and alchemist’s fire. The standard rules presented in the Core Rulebook assume you spend a week on crafting, but give you the option to make progress by the day. If you use the downtime system, make your Craft checks by the day instead of by the week. The steps for crafting by day are as follows.
- Find the item’s price in silver pieces (1 gp = 10 sp).
- Find the item’s DC from the Craft Skill Table
- Pay 1/3 of the item’s price in gp for the raw material cost. You may also spend Goods toward this cost.
- Attempt an appropriate Craft check representing 1 day’s worth of work. You may spend Labor to modify your check result, with 1 point of Labor adding 2 to your total.
If your check succeeds, multiply your check result by the DC and divide by 7. If this value equals or exceeds the price of the item in sp, then you complete the item. If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in 1/2 or 1/3 of the time. Other multiples of the DC reduce the time in the same manner.
If the value is less than the price, the check represents the progress you’ve made this day. Record the result of your check. Each downtime day you spend crafting, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress that day. If you fail by 5 or more, you ruin some of the raw materials and have to pay 1/10 of the original raw material cost again.
See Crafting for more information on the Crafting system we are using (which includes an expanded system from the Pathfinder Unchained! book)
Using the Diplomacy skill to gather information normally requires 1d4 hours to search for rumors and informants. When using the downtime system, you have three options for gathering information.
- Standard Check: Once per day, you may spend 1d4 hours speaking with locals and attempt one check, as described in the Diplomacy skill. Doing so does not cost you any downtime, but the GM might rule that other time-consuming downtime activities take a penalty (such as a —4 on a skill check) or can’t be undertaken.
- Thorough Questioning: By spending 1 day of downtime, you can thoroughly converse with several knowledgeable or reliable contacts over the course of the day. You may attempt up to three Diplomacy checks to gather information. These checks can be for the same or different topics, and you can expend one of the rolls you haven’t used yet to reroll a Diplomacy check you failed during this activity.
- Influential Questioning: By spending 1 day of downtime and 1 point of Influence, you can attempt up to three Diplomacy checks, each with a +5 bonus. These checks can be for the same or different topics, and you can expend one of the rolls you haven’t used yet to reroll a Diplomacy check you failed during this activity.
Train an Animal
You can use the Handle Animal skill to train an animal, as described in the Core Rulebook. The rules for training assume the training period is continuous. However, you can break this training into smaller increments (allowing you to make progress on this training between adventures), but you must attempt a Handle Animal check for each training period, and the DC increases by 2. Failing the check means that training period doesn’t count toward completing the training.
This use of downtime doesn’t allow you to exceed the animal’s normal training limitations from the Core Rulebook. For example, spending downtime doesn’t allow you to teach an animal more tricks than it could learn if you weren’t using the downtime system.
- Teach an Animal a Trick: This requires 7 days and a successful Handle Animal check at the end of the training period. You may spend Goods, Influence, Labor, or Magic to modify your check result, with each 1 point of capital adding 2 to your total (maximum +10).
- Train an Animal for a General Purpose: This sort of training can take several weeks, depending on the nature of the training. You may spend Goods, Influence, Labor, or Magic to modify your check result, with each 1 point of capital adding 2 to your total (maximum +10).
- Rear a Wild Animal: Depending on the maturation rate of the animal, this can take anywhere from weeks to months or even years. For simplicity’s sake, interacting with the animal for an hour per day in a safe environment counts toward this training and doesn’t require you to spend any downtime. As long as you maintain this daily contact, you need to succeed at only one Handle Animal check at the end of the rearing period. An interruption requires you to succeed at a check to continue the rearing (you may attempt this check once per day). The assumption is that you have a non-expert taking care of the animal’s basic needs while you are away so it isn’t neglected. If you know you will miss a day of this contact, you may spend 1 point of Influence or 1 point of Labor for each missed day to have a skilled animal handler rear the animal for the day, meaning your absence doesn’t count as an interruption in the animal’s training.
Replace Your Animal Companion
If you lose or dismiss your animal companion, you can spend 1 day performing a ceremony to gain a new one. This ceremony requires 24 uninterrupted hours of prayer in the environment where the new companion typically lives (at the GM’s discretion, traveling might add to the downtime requirement if there’s no suitable environment near the settlement).
Run a Business from the Base of Operations
If you have a building and that building generates any kind of capital, you can spend 1 day of downtime working at your building—increasing its productivity by inspiring your employees to work harder, using your expertise to get more done, or using your fame to attract more customers. This counts as using downtime to earn capital (see Gaining Capital), but you gain a +10 bonus on your check.
The capital you generate must be a kind that your building can generate. For example, an inn that generates gp and Influence can generate only those two currencies using this downtime activity; you can’t use it to generate Goods, Labor, or Magic just because you’re personally running it for the day. You must earn capital acquired in this way as normal.
Run a Personal Side Business
You can setup a personal side business, using your Profession skills. See “Setting Up Shop” in the Alternate Profession Rules
Research Facts and Lore
You can use downtime and capital to learn more about the campaign or the game world. This is similar to the gather information activity, except instead of looking for rumors and gossip in town, you are consulting with sages, perusing historical documents, or using magic to unearth information. Instead of a Diplomacy check, attempt one or more Knowledge checks appropriate to the intended subject. These checks can be for the same or different topics (and can use different Knowledge skills), and you can expend one of the rolls you haven’t used yet to reroll a Knowledge check you failed during this activity. You have three options for researching information.
- Thorough Research: By spending 1 day of downtime, you can thoroughly converse with several knowledgeable individuals or study several reliable sources over the course of the day. You can attempt up to three Knowledge checks to discover information.
- Influential Research: By spending 1 day of downtime and 1 point of Influence, you may attempt up to three Knowledge checks, each with a +5 bonus.
- Magical Research: By spending 1 day of downtime and 1 point of Magic, you may attempt up to three Knowledge checks, each with a +5 bonus.