Downtime Activities
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- Magic, Labor, Goods, and Influence are types of CAPITAL.
- Daily capital spending is limited by settlement size.
Add Spells to Spellbook
- Copy up to 8 spells from other sources into spellbook/familiar/etc. per day.
Construct Buildings
- See Rooms/Buildings table
Craft Magic Items
- 8 hours of crafting time per day used.
Craft Mundane Items
- Find items price in SP
- Find items DC from Craft Skills table
- Pay 1/3 the price in GP. You may spend Goods toward this cost.
- Craft check (You may spend labor to improve roll at 1:+2
- Check result
Earn Capital
- Check with appropriate skill and/or GP payment.
- You may purchase 20 gp for 1 point of Goods or Labor, 30 gp for 1 point of Influence, and 100 gp for 1 point of Magic.
- You may earn 10 gp for 1 point of Goods or Labor, 15 gp for 1 point of Influence, and 50 gp for 1 point of Magic.
- Unskilled Labor (PC only)
- Earn 5 SP (OR)
- Gain 1 Goods, Influence, Labor or Magic
- Skilled Labor
- Skill check with appropriate skill. You may take 10.
- Divide check by 10 to determine GP and SP take. (OR)
- Gain 1 Goods, Influence, Labor, or Magic per 10 rolled.
- Class Ability
- Choose one type of appropriate capital or GP.
- Check (1d20 + Level + Highest Ability Mod - 5)
- Result as per Skilled Labor
Earn XP
- Gain XP as if you defeated a creature of CR equal to your level.
- Cannot exceed XP of highest party member.
Gather Information
- Standard Check: Does not cost downtime, takes 1d4 hours.
- Might have a penalty.
- Through Questioning
- Spend all day to use up to 3 gather information checks.
- Influential Questioning
- Spend 1 point of Influence.
- As above, +5 on checks.
Heal Others
- May spend Labor to increase checks at 1:+2
- Long-Term Care
- 6 Patients
- Treat Disease or Wounds from Caltrops, etc.
- 50 Patients
- Treat Deadly Wounds
- 8 Patients
Lead a Kingdom or State
- Perform a leadership duty.
Promote a Business
- May spend appropriate type of capital to assist.
- Increase activity for 1d6 days.
- Use Diplomacy, Knowledge Local, or Spellcraft. Add 5 for every appropriate Capital spent (or 2 if you have no building).
- Use "Skilled Work" above to determine extra resources for the period rolled.
Replace Animal Companion
- Might also require travel to appropriate area.
Replace Familiar
- Also costs 200 GP x Caster Level
- May spend Goods or Magic toward the ritual cost
Recruit an Organization
- Settlement limits apply.
Research a Spell or Formula
- 100 GP x Spell Level research cost.
- 7 x Spell Level days required
- DC = 10 + Twice Spell Level
- Spellcraft of appropriate Knowledge check.
- May spend Magic at 1:+2 (Max +10)
- 1 Day of Progress per success
- Failure by >= 5 loses a day of progress.
Research
- Appropriate Knowledge Check
- Thorough Research: 3 Knowledge checks
- Influential Research: Spend 1 Influence, as above with +5 on checks
- Magical Research: Spend 1 Magic, as above with +4 on checks
Rest
- Additional 1 HP per Level & Ability Score healing above regular natural healing
Retrain
- Change out Feat, Class Ability, etc.
Run a Business
- Spend time actively managing an enterprise you own.
- Earn Capital check, except with +10 bonus.
- Can only generate Capital of an appropriate type.
Scheme for Upcoming Adventure
- Spend appropriate Capital to gain bonus on upcoming skill check type.
Train an Animal
- If training is not continuous, Handle Animal each training period and DC is +2.
- Teach a Trick
- Train for General Purpose
- Rear a Wild Animal