New to crafting? don't know where to go in your downtime? Want to open a business? This area will explain what you can do in your downtime.
Downtime Phases:
Phase 1: Upkeep
Step 1: Add Up Costs: These costs include ongoing or recurring costs for your buildings, organizations, and other previous downtime activities that have accrued since the last time you had a downtime session. Most of these costs are incurred daily whether or not you are spending downtime days at the settlement.
Step 2: Pay Costs: If you cannot pay the costs you've incurred, you gain no benefit from those downtime activities until the day you do pay.
Step 3: Determine Capital Attrition: For every 7 days you were away from the settlement, reduce your Goods, Influence, Labor, and Magic by 1 each (minimum 0). This decrease represents spoilage, theft, allies moving on or having higher priorities, workers finding other employment, and so on.
Step 4: Determine Business Attrition: Business attrition is loss caused by poor morale among employees due to your absence. If you are away for more than 30 days, you risk losing control of your business there as employees begin to wonder whether you're dead. Upon your return, attempt a Leadership check (1d20 + your Leadership score) against a DC of the number of days you were gone - 10. If you succeed, you keep control of your business, but still must make a check each day for 30 days.
Phase 2: Activity
Step 1: Perform Free Activities: You can perform any activities that don't require downtime days, such as buying gear, selling unwanted magic items, and bartering.
Step 2: Continue Ongoing Downtime Activity: Your first priority is continuing a downtime activity that requires more than 1 day. Depending on the specific requirements of that activity, interrupting it might ruin any progress you've made.
Step 3: Begin New Downtime Activity: If you aren't continuing an earlier downtime activity or are continuing one that doesn't restrict you from starting a new activity.
Phase 3: Income
Step 1: Determine Building Income: Attempt a capital check for each building you control in the settlement that generates income and is able to provide you benefits. Add the results of all these checks together, then divide by 10 to determine how many gp you earn that day.
If you were way for multiple days, attempt one capital check for each day you were away (or take 10). For every 7 days you've been away from the settlement, reduce the total amount of gp earned by 7 and reduce the Goods, Influence, Labor, and Magic earned by 1 (minimum 0). Add the remaining capital to your downtime tracking sheet.
If you were unable to pay the costs for a building in the Upkeep Phase, or you lost control of a building because of attrition, you don't collect income for that building.
Step 2: Determine Organization Income: As determining building income above.
Step 3: Determine Other Income: If any of your other downtime activities generate income (such as using skills to earn capital), you collect that income at this step.
Step 4: Abandon Assets: If you wish to get rid of a building or organization without compensation, you can abandon it during this step. You are no longer the owner of the building or organization. You may not attempt to take control of it after abandoning it.
Step 5: Sell Assets: If you wish to sell a building or organization, you can do it during this step. You can sell it for half the cost to buy or create it. There is a 75% change it takes 3d6 days to find a buyer. You can reduce it by 1d6 for each point of Influence you spend.
Phase 4: Event
During the Event phase, a random event might affect your downtime.
The currency of downtime is in the forms of Goods, Influence, Labor, and Magic.
Can gain capital in 2 ways:
1) Purchasing capital by spending gold (See table below)
Capital Values
2) Earning capital by working normally or using Craft and Profession skills and pay only half in gold while you worked out the other half.
- Unskilled work (no skill ranks) can earn 1 point of Goods, Influence, Labor or Magic per day
- Skilled work (Craft or Profession ranks) can earn multiple points of Goods, Influence, Labor, or Magic by rolling a Skill check.
* For every 10 points of your check result after 40, you earn an additional capital
Spending Limits
Converting Capital: You can trade 3 points of Goods, Labor, Influence, or Magic for 1 point of Goods, Labor, or Influence.
You may do any of the following during your downtime and can substitute your capital for the gold piece value of activities using the values above.
- Add spells to your spellbook (can use Magic capital)
a) Wizard/Magus can spend 1 day to copy up to 8 spells from other sources
b) Alchemist can add formulae
c) Witches can add spells to their familiar
- Construct buildings
Can construct whole buildings, rooms, or teams (check the tabs to the left for costs in capital or gold if already exist). You may not spend more Capital than is allowed by the Settlement
- Craft magic items (can use Magic capital)
- Craft mundane items
The Craft skill allows you to spend time creating mundane items such as armor, weapons, and alchemist's fire. The steps for crafting by day are as follows:
1. Find the item's price in silver pieces (1gp = 10sp).
2. Find the item's DC from Table: Craft Skills.
3. Pay 1/3 of the item's price in gp for the raw material cost. You may also spend Goods toward this cost.
4. 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 x 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.
Table: Craft Skills and DC's
* Traps have their own rules for construction
- Earn capital
1) Unskilled
2) Skilled
- Earn XP
Spend 1 day of downtime to defeat an opponent whose CR was equal to your character level to catch up to the party. You earn the XP, but do not earn other capital or other treasure during downtime adventuring. You may not pass the XP of the character with the highest XP in your party
- Gather Information
Using the Diplomacy skill to gather information normally requires 1d4 hours to search for rumors and informants in one of three (3) options.
1) 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 incurs a -4 penalty on all skill checks attempted on the same day as your time is being consumed by the gathering.
2) 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 made 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.
3) 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 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.
- Heal Others
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.
1) Long-Term Care: Spending a day of downtime on long-term care allows you to care for up to six patients that day.
2) Treat Wounds from Caltrops, Spike Growth, or Spike Stones: Treat up to 50 patients of this type during 1 day of downtime. Can be combined with the treat disease option up to 50 patients.
3) Treat Deadly Wounds: Treat up to 8 patients in 1 downtime day.
4) Treat Disease: Treat up to 50 patients in 1 downtime day and can be combined with treating wounds from caltrops, spike growth, or spike stones.
- Lead your Kingdom
Must spend 7 days per month performing leadership duties. Doing leadership duties for 1 day costs 1 day of downtime.
- Promote a business
Spend 1 downtime day to promote a business that increases activity at the site for 1d6 days. Choose one capital the building generates, then attempt a skill check for using skilled work to earn capital, using Diplomacy, Knowledge (local), or Spellcraft. Add 5 to your check result for every 1 point of Goods, Influence, Labor, or Magic you spent to promote the business, then use the skilled work option to determine how many additional resources the business generates over the increased activity. If you are not promoting a building, you only add 2 for each point of Goods, Influence, Labor, or Magic you spent.
- Replace your animal companion
Spend 1 day performing a ceremony to gain a new companion. Takes 24 uninterrupted hours.
- Replace your familiar
1 week after you have lost your familiar, spend 1 downtime day to summon a new familiar. Costs 200gp x your level during your 1 day ritual. You may use Goods or Magic toward the ritual cost.
- Recruit for an organization
You can create and recruit for an organization that doesn't rely on a specific building, i.e. to recruit employees, minions, a ship's crew, etc. See Rooms and Teams to the left. May not exceed settlement's spending limits.
- Research a spell
Create a new spell or learn an existing spell from another source. Steps for research are as follows:
1) Pay 100gp x spell's level for research costs and rare ingredients. You may spend Goods or Magic toward this cost.
2) Determine the total days of progress required to complete the research, which is 7 x the spell level.
3) Determine the spell research DC, which is 10 + twice the spell's level.
4) Attempt a Spellcraft check and Knowledge check (arcana for an arcane spell, religion for a divine spell) against the spell research DC. You can't take 10 on these checks. You may spend Magic to modify a check result, with 1 point of Magic adding 2 to your total (maximum +10). If both checks succeed, you make 1 day's progress toward completing the spell. When your days of progress equal total number of days needed, the spell is completed and added to your spellbook or list of spells known.
If either or both spell research checks fail by 4 or less, you make no progress. For each check that fails by 5 or more, your research has led to poor results and you lose a day of progress toward completing the spell.
If you're an alchemist, you can use this downtime option to research a new extract formula. Instead of a Spellcraft check, attempt a Craft (alchemy) check. For Knowledge (arcana), you may attempt a Knowledge (nature) check instead.
- Research facts and lore
Using the Knowledge skill to gather information normally requires 1d4 hours to speak to a sage, peruse historical documents, or using magic to unearth information in one of three (3) options. These checks can be the same or different topics, and you can expend one of the rolls you haven't used yet to reroll a Knowledge check you failed during this activity.
1) Thorough Research: By spending 1 day of downtime, you can thoroughly converse with several knowledgeable or study several reliable sources over the course of the day. You may attempt up to three Knowledge checks to gather information. These checks can be made 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.
2) Influential Research: By spending 1 day of downtime and 1 point of Influence, you can attempt up to three Knowledge checks, each with a +5 bonus.
3) 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.
- Rest
You can use downtime to rest and recover. It is assumed that you spend 8 hours resting a 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 1hp per level per day and another 1 point of ability damage for each affected ability score.
- Retrain
You can use your downtime to retrain the following areas. See page 188 in Ultimate Campaign. You may spend Goods, Influence, Labor, or Magic toward this cost.
- Ability Score Increase - 5 days
- Archetype - 5 days
- Class Feature - 5 days
- Class Level - 7 days
- Feat - 5 days
- Hit Points - 3 days
- New Language - 20 days
- Racial Trait - 20 days
- Skill Ranks - 5 days
- Spells Known - 2 days per spell level
- Run a business
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 (Table above), but you gain a +10 bonus on your check.
The capital you generate must be of a kind that your building can generate.
- Scheme for an upcoming adventure
You can use downtime to prepare for an upcoming adventure or event. for example, if you know you have to crash a baron's fancy party in 2 days, you can spend downtime watching the baron's manor, investigating what clothes the servants will wear, and finding out which important guests are attending. This works like spending capital to boost checks, except you must spend 1 day of downtime and each Good, Influence, Labor, or Magic you spend toward this purpose gives a +2 bonus to one skill check (maximum +6). The bonus from this activity stacks with the spend capital to boost checks option (maximum +10). This bonus lasts for one check. Good uses: Disguise, Disable Device, etc.
- 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 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.
1) 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 point of capital adding 2 to your total (maximum +10). the DC's and specifics are on page 97 in the Core Rulebook.
2) Train an Animal for a General Purpose: This sort of training can take sveral 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).
3) Rear a Wild Animal: Depending on the maturation rate of the animal, this can take anywhere from weeks to months to even years. Interacting with the animal in a safe environment for an hour per day counts toward this training and doesn't require you to spend any downtime. As long as you maintain 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.