The downtime system is designed to put much of the power and decision making for non-adventuring tasks in the hands of the players. These rules assume the reader is a player making decisions about what his character does during downtime. However, the GM is still in charge of the campaign and the final judge of what is possible using this system; these rules simply take much of the burden away from busy GMs, allowing them more time to work on creating adventures and other campaign issues.
Building - A building is a physical structure you construct or purchase, such as a house, inn, or temple. The downtime system allows you to construct buildings out of specialized rooms—see Rooms and Teams.
Capital - Capital is any sort of resource you can spend as part of downtime. The various types of capital are build points, gp, days, Goods, Influence, Labor, and Magic. You can spend capital on various downtime activities such as constructing buildings, recruiting followers, and retraining your feats. If any situation or event causes you to lose more capital than you have, your capital is reduced to 0—you can’t go into debt.
Followers - Followers are a type of Labor gained from the Leadership feat or other methods. Followers can be used like Labor, but aren’t expended like capital because they are loyal to you and don’t leave as soon as an activity is completed. For more information, see Using Followers.
Goods - Goods represent physical items necessary for an activity, which can be permanent fixtures or consumable items. For building an inn, Goods are the materials used to build the structure, the tables and chairs, and the food and beverages you plan to sell. Goods as capital are an abstraction so that you don’t need to keep track of gathering things like stones for a building’s foundation, timber for the walls, ingredients for the menu, and so on. Goods might also represent natural resources (such as fertile soil or a spring), in which case you’re not literally moving these items to a specific location—instead, you’re spending capital to acquire a location with those resources.
Gold Pieces - Gold pieces (or gp) constitute the normal money your character has, such as from looting monsters or earning a living with Craft or Profession checks. Many downtime activities require you to spend gp.
Influence - Influence represents your ability to get other people in the settlement to perform favors for you or use their skills to accomplish things (as opposed to Labor, which involves hard physical work). This includes getting a merchant to change the terms of a contract, or convincing a politician to do you a favor.
Labor - Labor represents using workers to accomplish tasks. This includes hiring carpenters to construct a building, hiring thugs to extort shopkeepers, using assistants to help you craft items or tend injuries, or hiring employees to run your business while you’re away.
Magic - Magic represents magical power at your disposal. Some activities, such as healing sick peasants in the slums or constructing a magical library, specifically require you to spend Magic.
Organization - This is a group of people who do what you say (such as a cult, thieves’ guild, or mercenary company). An organization may or may not have a base of operations. The downtime system allows you to recruit organizations made up of specialized teams (see Rooms and Teams).
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. Goods, Influence, Labor, and Magic each have a specific gp value for this method, listed in the Purchased Cost column. If you need one of these types of capital, you can spend gp to get it, just like buying a +1 sword or hiring a spellcaster to cast remove curse costs you gp. For example, Goods have a Purchased Cost of 20 gp each; if you need to spend 5 points of Goods to repair your tavern, you can spend 100 gp (5 × 20 gp) to purchase the necessary Goods. Purchasing capital is fast, but expensive.
|Capital||Purchased Cost||Earned Cost|
|Goods||20 gp||10 gp|
|Influence||30 gp||15 gp|
|Labor||20 gp||10 gp|
|Magic||100 gp||50 gp|
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 (see the Earn Capital activity). Earning capital is like using an item crafting feat to create a magic item: You have to put in some work to make the item, but you pay only half the normal price for it. If a downtime activity’s description says it generates capital, you can earn that amount of capital by spending the required amount of downtime and gp on it; the gp cost for the capital is half the normal cost, as listed in the Earned Cost column. For example, Influence has an Earned Cost of 15 gp per point, so if you want to socialize in town to generate 3 points of Influence, you must use a day of downtime and spend 45 gp (3 × 15 gp) to earn those 3 points of Influence. Earning capital takes longer, but is much cheaper than just buying it outright. It is easier to keep track of your earned capital if you pay for it as soon as you earn it; otherwise, you also need to track earned capital you don’t yet have (because you haven’t paid gp for it yet).
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, Inf luence, 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 pick pocketing.
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.
|Skill Check Result||Capital Earned|
If you are using this option to earn Goods, Influence, Labor, or Magic, the skill you’re using must be suitable for earning the chosen type of capital; if the GM deems it is not, using that skill reduces the amount generated by half (minimum 1). For example, Perform might earn you Influence as a musician, but it’s not as useful for earning Labor. The GM should inform you of this before you attempt the skill check.
Using Followers - The Leadership feat can grant you followers—people loyal to you who assist you if they are able. In the downtime system, followers provide additional Influence or Labor to supplement your activities at no cost to you. This increases the effect of Influence or Labor you spend by 50%, to a maximum of 1 additional Influence or Labor for every 2 followers in the settlement where the downtime activity takes place.
Converting Capital - 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.
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.
|Settlement||Spending Limit Per Day
(Goods, Influence, or Labor)
|* Add Spells to your Spellbook||* Replace Your Animal Companion|
|* Construct Buildings||* Replace Your Familiar|
|* Craft Magic Items||* Recruit for an Organization|
|* Craft Mundane Items||* Research a Spell|
|* Earn Capital||* Research Facts and Lore|
|* Earn XP (up to lowest party member’s value)||* Rest|
|* Gather Information||* Retrain|
|* Heal Others||* Run a Business|
|* Lead Your Kingdom (7 days a month required)||* Scheme for an Upcoming Adventure|
|* Promote a Business||* Train an Animal|
Capital: 29/29 Goods, 4/4 Influence, 28/28 Labor, 2/2 Magic
Gold Spent for Capital: 730/730
Start: 30th Lamashan (October)
Complete: 4th Abadius (January)
Rooms: Book Repository (2: Arcana & History), Common Room, Office, Storage
Earnings: +27 sp/+23 Influence
Benefits: +3 to Knowledge checks to answer a question
Capital: 0/36 Goods, 3/3 Influence, 10/32 Labor
Gold Spent for Capital: 145/725
Complete: 92 days
Rooms: Bar, Brewery, Kitchen, Office, Storage (2), Workstation
Earnings: +36 sp/+12 Goods/+28 Influence
Benefits: +1 Diplomacy to gather information in the settlement, counts as Masterwork tools for Craft (Brewing)
Capital: 12/12 Goods, 5/5 Influence, 9/9 Labor
Gold Spent for Capital: 285/285
Start: 8th Neth (November)
Complete: 17th Neth (November)
Teams: Guards, Laborers, Sage (2)
Earnings: +14 sp/+12 Influence/+4 Labor