The downtime system in Pathfinder adds a lot to long-term campaigns, but the official rules are broken and convoluted. This document is an attempt to clarify and streamline the mechanic. This modified system is based upon the information provided by the D20 Pathfinder SRD.

While the opportunities for downtime activity are virtually endless, a PC’s options can be broken down into four major categories:

* Using Capital
- Gaining Capital
- Capital Checks
- Spending Capital
- Generating Gold Instead of Capital
- Buildings
- Organizations
- Managers
* Purchasing Goods/Services
* Gathering Information
* Retraining

Using Capital

Gaining Capital: Capital can either be earned or purchased. Purchasing capital costs a set amount of gp, and the PC may spend the capital immediately. Earning capital takes more time, but costs half the price. The costs to purchase/earn capital are as follows:

* Goods: 20 gp / 10 gp
* Influence: 30 gp / 15 gp
* Labor: 20 gp / 10 gp
* Magic: 100 gp / 50 gp

Capital Checks: If you’d like to earn capital, you must make a capital check. To do so, roll a d20 and add a skill bonus that’s relevant to the type of capital. Here is a list of example skills that might be added to certain capital checks:

* 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.

Normally, a PC may make only one capital check per day. However, if you own any buildings or organizations, you can roll a capital check for each one that you own. Each building or organization may generate only one type of capital per day.

(Example: a PC owns a barracks and an artisan’s workshop. The PC has 14 days of downtime in which to earn capital. He decides to have the barracks generate labor, and the artisan’s workshop generate magic. So, he rolls a d20 for each, adding his skill bonuses and the buildings’ bonuses. The final figures represent each building’s capital check for the first day. The PC then repeats these checks an additional 13 times, or simply multiplies the first two by 14.)

Once you have rolled your capital checks, you can determine how much capital each building generates:

* 0-9 = 0 capital points
* 10-19 = 1 capital point
* 20-29 = 2 capital points
* 30-39 = 3 capital points
* 40 and above = 4 capital points

Remember to subtract in the cost of earning the capital.

Spending Capital: The most common use of capital is to purchase buildings or organizations. Buildings take some time to complete, while organizations are immediately at your disposal once you spend the capital to recruit them.

Buildings and organizations can be used to generate capital, enhance your reputation, and take care of tasks that you assign to them. As previously mentioned, a building or organization may generate only one type of capital (or gold) per day, and provides bonuses to certain capital checks. (For more information, see the Buildings and Organizations sections.)

Capital can also be spent on goods and services. To convert your capital in this way, simply apply its purchased cost to the cost of the item or service. You may also combine capital and gp for such purchases.

(Example: a PC stocking up on potions could spend Magic instead of gp, at the rate of 100gp per Magic point. Likewise, he could use Labor/Goods to purchase a new weapon, or Influence to hire a companion. For goods or services unlisted in the official rules, the GM may determine the cost in capital.)

Generating Gold Instead of Capital: Capital may not be sold, but a PC can choose to have his buildings and organizations generate gold instead of capital. To do this, make a capital check, adding the standard bonuses. Instead of a building’s capital bonus, however, add its bonus to gp, then divide the result by 10. So, the formula would be:

* (# of downtime days (d20 roll + skill bonus + building or organization bonus to gp)) / 10

(Example: a PC leads a band of thieves that has a +14 bonus to gp. The PC decides to use Sleight of Hand, for which his bonus is +9, to generate gold. He rolls a 15 on a d20, then adds the +14 bonus from his organization and the +9 bonus from Sleight of Hand, resulting in a total of 38. He has 20 days of downtime, so he multiplies 38 by 20 (760), then divides the result by 10. So, at the end of the 20 days of downtime, he has earned 76 gold.)

Remember that a building or organization can generate only one type of capital per day. So if you choose to make a building generate gp, it cannot generate Magic, Labor, Goods, or Influence on that same day.

Unlike capital, generating gold does not cost anything (aside from rent, taxes, or other overhead costs).

Buildings: A building is comprised of a number of rooms, each of which provides different bonuses. Most commonly, these bonuses apply to capital or skill checks. However, some rooms offer more situational benefits (i.e., a secret room, which could offer a hiding place for PCs on the lam).

Constructing a building requires capital, which can either be purchased or applied from your stock of earned capital. Note the time required to build each room, as well as the size of each room. You may also purchase augmentations, which increase the benefits of a given room.

You can find a list of rooms and augmentations (along with their stat blocks) here:

To determine the total capital check bonus that a building provides, simply add together the bonuses for each room (listed under Earnings). Remember that a building can make only one single capital or gp check per day.

Organizations: An organization is comprised of a number of teams, each of which provides bonuses to gp and capital checks. Some teams consist of a single person, while others may include as many as five people.

Like buildings, an organization costs either capital or gp; unlike buildings, however, an organization is available as soon as you purchase all of the required team members. An organization does not require a building to house it, although this could be useful in certain circumstances (i.e., if you have an urgent situation that requires you to gather your organization immediately).

You can find a list of teams (along with their stat blocks) here:

To determine the total capital check bonus that an organization provides, simply add together the bonuses for each team (listed under Earnings). Remember that an organization can make only one capital or gp check per day.

For every 30 days that you are absent, you must make a Leadership check (PC level + Cha modifier) to find out if your organization is still loyal to you. For additional factors that modify your Leadership score, visit the following page:—-final

The GM will determine the DC for a given Leadership check. The DC increases for every 30 days that you are absent.

Managers: Normally, a building or organization will not generate capital unless you’re there to run it. To make your assets generate capital while you’re away, you must hire a manager.

Managers can be anonymous experts, or the PC may create a character sheet and backstory for them. Generally speaking, a manager is a 3rd level character with experience relevant to the building or organization that he’s running.

A manager has a daily salary, which must be paid in advance before the PC leaves town. In certain cases, a PC may pay his managers’ salaries upon his return (i.e., if an adventure took longer than expected).

You may find a list of sample managers (along with their stat blocks) here:

For every 30 days that you are absent without contact, you must make a Leadership check (PC level + Cha modifier) to find out if your manager thinks you’re still alive. This check replaces the Leadership check required for organizations during extended absences. The GM will determine the DC for this check, which will vary depending on the PC’s relationship with his manager.

Purchasing Goods or Services

As previously mentioned, you can spend your capital toward the cost of goods and services. In most cases, however, a PC will prefer simply to spend gold.

Purchasing goods requires no more time than it takes to get to the store and find the item. Many common services, such as forging or enhancing a weapon or suit of armor, require at least one day of labor.

At the GM’s discretion, there may be limitations on the kinds of goods and services you can purchase in a given area. (I.e., a village smith probably won’t be able to enchant your weapon.) Also, illegal goods and services typically require a black market connection.

Gathering Information

Gathering information during downtime can be roleplayed, or the PC can give the GM a general idea of where he wants to go, who he wants to talk to, how much time he wants to spend there, etc. In the latter case, the GM should make the PC roll a Diplomacy check (or a series of Diplomacy checks) to find out what he discovered.

Certain information is valuable, in which case the PC must spend Influence or gp toward its cost. In certain situations, Labor, Goods, or Magic might be used instead (i.e., a captain wants crew for his ship in exchange for information on treasure hunting).

In the interest of the story, gathering crucial information should probably be roleplayed.


If at higher levels you wish to replace certain character features, you may do so through intensive training. Sometimes you can complete this training on your own. In many cases, however, you must employ a trainer, who is a character with at least 1 more level than you in the class you’re retraining (or the new class you wish to add). These types of retraining also require a training space, such as a dojo.

Retraining requires a full 8 hours of focus for a number of days based upon what you’re retraining. The cost of retraining in gp is 10 x your level x the number of days required. You must pay this fee before the retraining process begins.

The following is a list of available retraining options:

* Ability Score Increase
Length: 5 days
Trainer: No
Description: You can reassign an ability point gained at 4th, 8th, 12th, 16th, or 20th level. If doing so means you no longer qualify for a feat, prestige class, or other ability, you lose the use of that feat, class, or ability.

* Archetype
Length: 5 days (10 to swap)
Trainer: No
Description: You can use retraining to acquire, abandon, or swap a class archetype.

* Class Feature
Length: 5 days
Trainer: Yes
Description: For a list of retrainable class features, visit

* Class Level
Length: 7 days (3 for NPC classes; 5 with class synergy)
Trainer: Yes
Description: When you retrain a class level, you lose all the benefits of that level, including skill ranks, BAB, and saving throws. I.e., a 4th level fighter who retrains a level into rogue will lose his 4th level combat feat; his new BAB will be 3, and his new saving throws will be +3/3/+1. If your new class and old class have synergy, the training time is reduced (synergy table located here:

* Feat
Length: 5 days
Trainer: Yes
Description: To retrain a feat, you must train with someone who has that feat.

* Hit Points
Length: 3 days
Trainer: Yes
Description: This retraining option allows you to maximize your hit points. At the end of a 3-day session, your HP increase by 1. You may not use this retraining option to exceed your maximum HP.

* New Language
Length: 20 days
Trainer: Yes (or a book)
Description: The 20 days required to learn a new language need not be consecutive. You can learn a number of new languages equal to 1 + your Int modifier.

* Racial Trait
Length: 20 days
Trainer: Yes
Description: Your trainer must have the racial trait that you want. The same rules for character creation: you cannot have two alternate racial traits that replace the same trait(s).

* Skill Ranks
Length: 5 days
Trainer: No
Description: At the end of the training period, you may reassign a number of skill ranks equal to your Int modifier.

* Spells Known
Length: 2 days per spell level
Trainer: Yes
Description: The trainer must be able to cast the spell you want to learn, and must cast the same type of magic that you do (arcane or divine).


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