Downtime

The downtime system presented by Paizo is a complex system for handling a lot of the action outside of a dungeon. In Fiend's Reach it's used to give PCs a framework to do things outside of sessions.

## Core Downtime Changes

The downtime system is used with the following modifications:

* Capital (other than GP) earned from downtime businesses can only be spent on downtime actions (including Construct a Building and Recruit for an Organization).
* Do not divide your check by 10 when earning GP on capital checks.
* There is no spending limit on capital.
* Buildings and Organizations are all pooled together to determine your bonuses to Earning Capital rolls. This means that your businesses can make a maximum of 5 Earn Capital rolls per day (1 for GP, Goods, Influence, Labor, and Magic each).
* You cannot use time shenaniganry to increase the amount of downtime actions you can take or speed of crafting.
* You cannot use downtime to level beyond level 5.

## Construction and Recruit Times

The time it takes to build a building or recruit an organization is equal to the build/recruit time of the longest room/team, plus the time for every room/team with a build/recruit time of 2 or less days, +2 days per room/team that takes longer than 2 days to build/recruit. The following time reductions are totals, not cumulative. You may only reduce the construction/recruitment time by 25% increments.

* The build time for buildings can be decreased by spending additional capital. After adding up the costs of the building, you may reduce the time it takes to 75% by paying an extra amount of Labor equal to the base Labor cost of the building.
* You may reduce the time it takes to 50% by paying an extra amount of Labor equal to twice the base Labor cost of the building.
* You may reduce the time it takes to 25% by paying an extra amount of Labor equal to twice the base Labor cost of the building as well as an amount of Magic equal to the base Labor cost.
* You may reduce the time it takes to one day by paying an extra amount of Labor equal to twice the base Labor cost of the building as well as an amount of Magic equal to 4 times the base Labor cost.
	+ This represents hiring spellcasting services like *fabricate* castings.
	+ If you are able to cast *fabricate* yourself, then you may instead use it yourself to speed up the construction speed. Every casting of *fabricate* grants you additional Magic capital that can only be spent on reducing the construction time equal to your caster level. If the Magic cost of reducing the construction time is more than what you can generate with *fabricate* within the reduced construction time you are shooting for, the building is completed once you cast the final *fabricate* that would generate the requisite amount of Magic. Alternatively, if you cannot generate enough 'free' Magic within the reduced construction time, you can spend the additional Magic as normal.
		- For example: You are constructing a building with a base Labor cost of 50 labor, and a construction time of 8 days. But your caster level is only 10, and you can only cast *fabricate* twice in a day. To reduce the time to 2 days (25% of 8 days), you would need to spend 50 Magic. Since you can only generate 20 'free' Magic a day (2 castings times 10th caster level), the building would finish construction after your first casting of *fabricate* on the 3rd day of construction.
		- For example: You are constructing a building with base Labor cost of 15 Labor, and a construction time of 16 days. Your caster level isstill only 10, and you can still only cast *fabricate* twice a day. To reduce the time to a single day, you would need to spend 60 Magic. Again, you only generate 20 'free' Magic a day, so it would take 3 days to complete the building, instead of just a single day.
* Organizations can be recruited faster by spending more Influence. Reduce the time by 25% by doubling the base Influence cost, or by 50% by tripling the base Influence cost (if a team doesn't have an Influence cost, instead spend extra Influence equal to its base Labor cost for the 25% reduction, or twice the base Labor cost for the 50% reduction).

Separate buildings and separate organizations can be built/recruited at the same time. An organization that works in one of your buildings can likewise be recruited at the same time as the building is being built.

You may use a crafting skill appropriate for building buildings (such as carpentry or stone-masonry) to craft the Goods and Labor components of a room.

Buildings and organizations are assumed to be handled by NPCs. As such, unless you are using an appropriate craft skill or the Earn Capital action, build/recruit times do not take any downtime days on your part.

A Lyre of Building can be used to increase construction speeds. For every hour that the lyre is played treat your character as having an additional 600 followers for determining how much additional labor that followers provide.

## Downtime Events

Downtime events can happen once per IC week (Fireday) for one of your buildings or organizations. You may roll randomly to determine what happens for any or all of your businesses.

If the building doesn’t have a random events table use the closest approximation, or roll on the generic table if there is none. If the organization doesn’t have a random table, use the closest approximation.

When a downtime event happens, roll in the bot channel to determine which event happens, adding the settlement's Danger to the result.

## Changed Actions

Declare what downtime actions your character is taking in the downtime channel on the discord (include the in game date, any of the randomly rolled market items you are buying, and the amount of gp you are making if you are earning gold). The following are new actions you can take, or modifications to downtime actions you could already take:

* Construct Buildings: This happens in the background and does not take downtime actions on your part.
* Recruit for an Organization: This happens in the background and does not take downtime actions on your part.
* Research a spell: There are 3 kinds of spells you may research. Either you can learn a new spell already on your spell list (this is mostly only useful for spontaneous casters as it is far more expensive and time consuming that simply buying a scroll to add to a spellbook), learn a spell that is not on your spell list, or modify a spell to have a different school, descriptor, or to deal a different kind of damage. You must get the spell research approved for the later two kinds of spells. Entirely new spells can be researched as well, but are subject to approval for any suggested addition to the game.
* Retraining: Classes not explicitly spelled out can have their class features retrained as well (abilities not noted with "Once this choice is made, it cannot be changed"). If there is a question about whether or not a particular class feature can be retrained, feel free to ask about whether or not it can be retrained on discord. You must have a character of the same level or higher to retrain (the highest level NPC for any given class varies by kingdom).
* Transport: Your team is assumed to move at a speed of 30ft for determining how long it takes them unless they utilize vehicles.
* Travel: Unless you are using some means of magical travel, traveling around the world map takes time. Movement by a vehicle with an engine allows a character to travel longer in a day if it has sufficient crew (most commonly via boat). If you are capable of flight, you may treat any terrain type other than mountains as plains.
	+ You may take certain downtime actions while traveling in a group. Since these actions are done while resting, or in vehicles under non-ideal circumstances, they take twice the normal amount of time though. The actions are: Add Spells to Your Spellbook; Craft Magic Items; Craft Mundane Items; Heal Others; Spell Research; Research Facts and Lore; Retrain (assuming the individual retraining you is traveling with you); Train an Animal (assuming the animal you are training is traveling with you; increase the DC of handle animal checks by 4).

## Changed Teams

The following changes are made to some teams.

### Acolyte

This team has inquisitors in place of adepts.

### Mage

This team is made up of 4th level characters instead of 3rd level.

### Priest

This team is made up of 4th level characters instead of 3rd level.

## Settlements and Kingdoms

For downtime purposes, the only thing that distinguishes different settlements are PC run downtime businesses and the kingdoms in which the settlements reside. The following rules are modified from the normal rules regarding settlements:

* There is no buying or selling limit.
* The highest level NPC spellcaster is determined by the class makeup of the kingdom.
	+ Even if established that there is a higher level NPC spellcaster during a session, it is assumed that said NPC does not offer their services unless otherwise stated by the GM team.
	+ Even then, it will be for a limited time.

## New Downtime Actions

### **Perform an Investigation**

You can investigate a crime to find out who committed said crime.  Often times divination spells will result in more accurate and quicker results, but for those criminals that protect themselves with magic, only the mundane methods can be used.  This downtime action is most often used to tie a vigilante’s social identity to their vigilante identity.  Use the following steps to investigate a crime:

1. First determine the DC of the investigation check.  This is equal to 10+ the criminal’s ECL + the criminals Intelligence or Charisma (whichever is higher) plus a certain factor for how long it has been since the crime was committed.
2. Investigating a crime committed within the last week imposes no penalty.  For every week in which the case was not investigated, increase the DC by +2.
3. Next, determine your method and make the check.  If simply looking for clues this is a Perception check.  If trying to piece together a profile of the criminal and match it to others, use Diplomacy or Knowledge (local).  If using your skills as a professional, you can use Profession (investigator).
4. Any other applicable Knowledge skills can be used to aid in this investigation.  This represents other disciplines being useful for cross referencing clues.  A single day of investigation can only be aided by one other Knowledge skill.
5. Determine how many days are required.  This is equal to the criminal’s ECL.  Once you have investigated for the required time, you learn all of the relevant information of the crime.  This is usually method, motive, and perpetrator; who did it, why they did it, and how they did it.  If there are other pieces of information that would be relevant to the investigation (such as location if this is not already know) are also learned at this time.
6. Failing an investigation check by 4 or less yields no new information and the day is wasted.  Failing an investigation check by 5 or more results in erroneous information.  The following day also makes no progress, but a second failed check automatically results in further false leads.  If the number of days in which an investigation leads to false leads equals the time required then the investigation leads to a false conclusion.  Often this means that the investigation must be started all over again (no longer counting the time spent on false leads towards the investigation, resulting in a much higher DC).  Other times this might result in a character accusing an innocent person, up to the GM’s discretion.
7. A character attempting to interfere in the investigation can take the Alibi action.  This increases the investigation DC by the bonus given to Bluff checks.
8. The criminal can learn that they are being investigated by making a Diplomacy check to gather information or a Knowledge (local) check.  The DC is equal to 10+ the investigator’s ECL.  If the investigator is actively trying to hide their investigation, they can instead oppose the Diplomacy or Knowledge (local) check with a Bluff, Disguise, or Stealth check of their own.
9. **Rules for Fiend’s Reach specifically:** If a PC takes the investigation action, and they are aware out of character who committed the crime, they should mention the person they are investigating when they take the downtime action.  Because this is almost certainly going to lead to PvP, don’t backdate investigations unless you have already discussed it with the other player (you can’t suddenly surprise someone with an investigation that’s concluded because you didn’t assign downtime actions to your character for a few weeks). If a PC takes the investigation action but are not aware out of character of who committed the crime, they should reach out to Staff to inform them.

### **Research an Occult Ritual**

Similar to researching a spell, you may spend time researching an occult ritual. It is far less expensive though. You must submit your occult ritual for approval if it is not a 1st party ritual or otherwise on this wiki. Rituals developed on their own or learned through an NPC require 1 week per ritual level. Rituals learned directly from other PCs take 1 day per level (from both the teacher and the student). This does not need to be done all at once. At the end of this time, you must make an intelligence check (DC 10 + level of the ritual).

The following options are additions to the Downtime system used in Fiend's Reach.

## New Rooms

### **Extra-Dimensional (Room Augmentation)**

*The carpenters and stonemasons of Arkadia have a great need to waste no space. For some of their more affluent clientele, there is plenty of space to be found. Just simply shunt the room into an extra-dimensional space.*

**Create** 9 Goods, 6 Labor, 10 Magic per square (1,300 gp/square); **Time** 1 day per square; **Size** 1 square;

**Benefit(s)** Puts room in extra-dimensional space

The extra-dimensional augmentation shunts a room into an extra-dimensional space.  A normal door exists to enter the extra-dimensional space. When applied to a Secret Room, the door to the extra-dimensional space is hidden as normal (allowing a single secret door to hide the entrance to an entire extra-dimensional wing of a building).  The create cost and time varies by the total number of squares that can be hidden. A character with Craft Wondrous Item can apply this augmentation as if constructing the magic item (Market Price of 1,300 gp/square, CL 12, Spells *planeshift*), using any time saving feats or abilities that they possess.

**Note:** Extra-dimensional rooms do not count towards a vehicles mass (but still require the cost for hardpoints built within the extra-dimensional space). As such, engines stored within them provide no power to the vehicle's speed.

### **Scrying Network Transmission Room**

**Earnings:** gp or Influence +12

**Benefits:** Allows connection to a scrying network for sending and receiving messages quickly (see below).

**Create:** 13 Goods, 12 Influence, 15 Labor, 17 Magic (2,620 gp); Time 30 days; Size 4–16 squares

**Upgrades From:** Scrying Room

This room is set up with devices similar to crystal balls. Instead of being able to scry on any creature, these devices are keyed to other similar rooms. These rooms all set up a network of rooms that allow for near instantaneous communication. The devices have separate special drawers to put outgoing messages. Crystal windows are set up on desks that are often seen in scriptoriums for scribes to translate or copy works. When manned by a scribe these windows flit through other transmission rooms. They show the messages in their outgoing drawers, and the scribe copies the message down to then send it to the intended recipient. A creature can use one of these windows to communicate directly with another transmission room, but they must establish a meeting time by some means, or else they just have to sit around waiting for the right recipient show up.

## New Teams

### **Paladins**

**Earnings** gp, Influence, or Labor +7

**Create** 5 Goods, 3 Influence, 7 Labor (330 gp); **Time** 4 days; **Size** 5 people

**Upgrades From**: Soldiers **Upgrades to**: Elite Paladins

**Special** Paladins will only work for lawful good characters. They cannot be recruited by non-lawful or non-good characters. If you or their manager ever cease to be lawful good, they will immediately disband.

Paladins are trained in combat and have the means and will to kill your evil enemies. Unlike Guards, or Soldiers, they actively engage in fighting on behest of a leader or those who are in need (although they otherwise act as Guards). Depending on the nature of your religion/organization, they might be enforcers rather than military-style soldiers. They are typically 1st-level Paladins, each with scale mail, a longsword, a heavy steel shield, and javelins.

### **Elite Paladins**

**Earnings** gp, Influence, or Labor +9

**Create** 6 Goods, 5 Influence, 9 Labor (450 gp); **Time** 6 days; **Size** 5 people

**Upgrades From**: Elite Soldiers, Paladins

**Special** Paladins will only work for lawful good characters. They cannot be recruited by non-lawful or non-good characters. If you or their manager ever cease to be lawful good, they will immediately disband.

Like Paladins, this team will take aggressive action and seek out your evil enemies. An Elite Paladins team consists of 3rd-level Paladins, each wearing a chain shirt or half plate and using a Greatsword, a Bardiche, or a heavy steel shield and a Longsword, with Javelins.

### **Swords of Redemption**

**Earnings** gp, Influence, or Labor +6, Influence +1

**Create** 5 Goods, 4 Influence, 7 Labor (360 gp); **Time** 4 days; **Size** 5 people

**Upgrades From**: Soldiers **Upgrades to**: Elite Paladins, Elite Swords of Redemption

**Special** Swords of Redemption will only work for good characters. They cannot be recruited by non-good characters. If you or their manager ever cease to be good, they will immediately disband.

Swords of Redemption are Paladins trained to do Good, not just within the law. They focus on redeeming those who have strayed from the path. They still slay evil as well as any paladin, but can be merciful. They are typically 1st-level Paladins, each with a breastplate, a Nodaichi and javelins.

### **Elite Swords of Redemption**

**Earnings** gp, Influence, or Labor +8, Influence +1

**Create** 7 Goods, 6 Influence, 9 Labor (500 gp); **Time** 6 days; **Size** 5 people

**Upgrades From**: Paladin, Swords of Redemption, Elite Soldiers

**Special** Swords of Redemption will only work for good characters. They cannot be recruited by non-good characters. If you or their manager ever cease to be good, they will immediately disband.

Like Swords of Redemption, this team will focus on redeeming those who have strayed from the path, and will slay evil when such an option does not exist. They are typically 3rd-level Paladins, each with an Agile breastplate, a Masterwork Nodaichi and masterwork javelins.

## **Active Abilities**

Most rooms and teams have active abilities that require the expenditure of Capital and often Downtime actions. When an active ability is used, that room or team does not generate capital for the time it’s used.  Rooms or teams that are upgraded retain the active abilities of the unupgraded room or team. A character can only benefit from one active ability that grants a feat at a time; they cannot purchase multiple rooms/teams to gain multiple temporary feats.  The same is true of rooms that grant ‘grab bags’ of items.

### **Rooms**

Rooms with a Furnished entry have a stronger active ability if the room is furnished. The cost of the Furnished entry is in addition to the cost of the active ability.

#### **Alchemy Lab**

*Alchemical Grab Bag:* 4 Goods, 4 Labor, X gp - You snatch a grab bag of alchemical goodies on the way out the door to your next adventure.  Your grab bag has an amount of alchemical tools or weapons equal to the gp invested, up to 100 gp per character level (e.g. a grab bag invested with 200 gp could have a tangleburn bag and a tanglefoot bag).  You determine what you stashed away in this bag when your character draws the item out of it, much like the Brilliant Planner feat. You can only have one grab bag at a time.

*Furnished:* The maximum invested value of your grap bag increases to 200 gp per character level.

#### **Alter**

*Healing Holy Symbol:* 1 Magic, a holy symbol - By praying here you can imbue one holy symbol with healing magic.  You can activate this holy symbol as a standard action to heal a creature of 1d8+1 hit points.

*Furnished:* 2 Magic - The infused magic is stronger, healing 2d8+3 hit points instead.

#### **Animal Pen**

*Efficient Animal Training:* 2 Labor, 1 Goods, 1 Day - You make two days worth of progress training an animal held in the Animal Pen with Handle Animal.

#### **Archery Range**

*Archery Training:* 4 Influence, 2 Labor, 1 day - Select a combat feat for which you qualify that is either Point-Blank Shot, or lists Point-Blank Shot as a prerequisite.  As a free action, you can gain the benefits of this feat for 1 minute. Once you use this feat, you need to train at your archery range again to use it again.

*Furnished:* 4 Influence, 2 Labor - Your training is more solid, granting you the use of the chosen feat for 1 minute instead of 1 round.

#### **Armory**

*Masterworking:* 5 Goods, 5 Labor - Designate 1 weapon or suit of armor when you use this ability.  For 1 day, that weapon or suit of armor is treated as masterwork.

*Furnished:* The masterwork quality lasts for 1 week instead of 1 day.

#### **Artisan's Workshop**

*Venture Extender:* 5 Magic, 1 Day - When you rent the Jewelry venture (if your Artisan Workshop makes jewelry) or the Stone venture (if your Artisan Workshop makes stonework) increase the time you have access to it from 1 week to 1 month.

#### **Auditorium**

*Bardic Audience:* 2 Magic, 3 Influence, 1 day - If you have the bardic performance class feature, you can gather a group of people and put on a show for them.  Spend a number of rounds of bardic performance, which takes 1 hour per 2 rounds spent. Your allies can spend a standard action to recall this invested performance and gain the benefits of your bardic performance for a number of rounds equal to ½ the rounds you spend.  Each ally can spend this separately. You do not recover the rounds spent using this ability until all of your allies spend their invested rounds or you revoke the magic yourself.

#### **Ballroom**

*Efficient Performances:* 6 Magic, 1 day - You spend a day practicing your bardic performance.  The next time you activate your bardic performance, your rote memorization has made it quicker for you to begin performing.  If you can perform as a standard action, it only takes you a move action. If you can normally begin a performance as a move action, it only takes you a swift action.  Once you activate a bardic performance faster, you must use this active ability again to gain it’s benefits.

#### **Bar**

*Water Cooler Talk:* 2 Influence - You can personally run your bar for a night to gather more information.  When you use this and take the Gather Information downtime action, you can ask 4 questions instead of 3.  You gain a +1 bonus on this check from the passive benefit of the Bar.

*Furnished:* Your lavish bar attracts more patrons, and as such you can ask 5 questions instead of 3.

#### **Bath**

*Greater Healing Waters:* 1 Magic, 1 Influence, 1 Goods, 1 day - You infuse the steam with rare minerals known for their healing properties.  You immediately make a saving throw to overcome each disease you are currently suffering from (with the above bonus).

#### **Battle Ring**

*Performance Training:* 4 Influence, 2 Labor, 1 day - You train in performance combat.  Select Dazzling Display, a feat that lists Dazzling Display as a prerequisite, or a performance combat feat.  You must meet the prerequisites for the chosen feat. As a free action, you can gain the benefits of this feat for 1 round.  Once you use this feat, you need to train at a battle ring again to use it again.

*Furnished:* 4 Influence, 2 Labor - Your training is more solid, granting you the use of the chosen feat for 1 minute instead of 1 round.

#### **Bedroom**

*Dream Quest:* 1 Magic, 3 Goods, 1 day - You prepare your bunk with special runes and burn esoteric incense while you drift off to sleep.  Select one feat that has Lucid Dreamer as a prerequisite for which you qualify. For the night, you gain the benefits of the chosen feat.

*Furnished:* 1 Magic, 3 Goods - You gain the benefits of Lucid Dreamer for the night, and count as having Lucid Dreamer for meeting the prerequisites for the feat chosen with Dream Quest.

#### **Bell Tower**

*Signal Flare:* 2 Goods - You create a flare gun for use with your bell tower.  You can fire this flare as a standard action into the sky while within 5 miles of your bell tower to raise the alarm.  For the next minute, you receive a +5 bonus on intimidate checks made to demoralize creatures as the bell rings out. If you have a team prepared to aid you as a troop, halve the time it takes for them to respond to your signal.

#### **Book Repository**

*Magical Study:* 1 Magic - If you use the Arcane Study or Divine Study fame reward, and you study in your book repository, you can reduce the Intelligence or Wisdom damage by 1.  You can use this active ability more than once, but only once for each use of fame award (e.g. you can use Arcane Study I and II and this ability twice to reduce the Intelligence damage from each award by 1; if you used Divine Study II once, you could only use this ability once).

*Furnished:* 6 Magic, 6 Influence - The duration you retain the spell prepared from Arcane Study or Divine Study for 1 week until expened, instead of 1 day.

#### **Brewery**

*Venture Extender:* 5 Magic, 1 Day - When you rent the Brews venture increase the time you have access to it from 1 week to 1 month.

#### **Bunks**

*Dream Journey:* 1 Magic, 3 Goods, 1 day - You prepare your bunk with special runes and burn esoteric incense while you drift off to sleep.  For the night, you gain the benefits of Lucid Dreamer.

*Furnished:* If you have the Lucid Dreamer feat, and your bunks are furnished, you may instead select any feat for which you qualify that lists Lucid Dreamer as a prerequisite, and gain it’s benefits for the night.

#### **Burial Ground**

*Undead Battalion:* 1 Magic per HD - You can infuse magic into corpses and raise them per animate undead.  This cost covers the price of the material components for animate undead.

#### **Carpentry Workshop**

*Venture Extender:* 5 Magic, 1 Day - When you rent the Wood venture increase the time you have access to it from 1 week to 1 month.

#### **Ceremonial Room**

Permanency: 4 Magic, 1 Influence, 1 Labor, 1 day - By using the ceremonial room as a magical conduit, you can permanently infuse spells into creatures, objects, or the ceremonial room.  The spell to be made permanent must be cast during the use of this ability, and follow all the rules for the permanency spell (including caster level and material components).

*Furnished:* 4 Magic, 1 Influence, 1 Labor - You can infuse a talisman with the magical properties of the ceremony.  The talisman can be used to make a spell permanent in an area other than the ceremonial room. To do so, you must break the talisman immediately after the spell is cast, and chant a short rite that takes 1 minute to perform.

#### **Classroom**

*Efficient Retraining:* 5 Influence, Twice the cost of retraining - By hiring quality teachers, you can focus your retraining efforts to make progress at twice the normal speed.

#### **Clockwork Shop**

*Repair Shop:* 1 Magic, 1 day - You heal a clockwork companion or clockwork familiar 3d6 damage.  You can also repair magical items, or even destroyed magical items for the same amount.

*Furnished:* 3 Magic, 1 day - A furnished clockwork shop instead heals clockwork companions, clockwork familiars, or magic items for 7d6+7 damage.

#### **Confessional**

*Sinner Study:* 3 Influence, 1 Day - You can use your confessional to pick up rumors and information about crimes in the area without revealing your motives.  You can use this action to prevent a criminal from uncovering the investigation. You can use this ability for a number of days equal to half the number of required days to investigate.

#### **Courtyard**

*Grand Gala:* 10 Influence, 3 Labor, 1 day - You host a party gaining a +2 bonus on Diplomacy checks with people attending.  You gain an additional +3 bonus on Diplomacy checks made to request a favor for one special guest of the party.

#### **Crypt**

*Undead Army:* 2 Magic per HD - You can infuse magic into corpses and raise them per create undead.  This cost covers the price of the material components for create undead.

#### **Defensive Wall**

*Evasive Maneuvers:* 3 Influence, 3 Labor, 1 day - You perform combat training around this wall to better learn how to use cover to your advantage.  For the next day, whenever you benefit from cover, increase the bonus to AC by 1, and when you benefit from total cover, increase the bonus to reflex saving throws by 1 as well.

#### **Dock**

*Shipping Embargo:* 20 Influence, 20 Labor, 1 Day - You confiscate a few items passing through your docks.  Roll 1d3 items on the minor magic item table. You can only use this ability once per week.

#### **Dojo**

*Style Training:* 4 Influence, 2 Labor, 1 day - Select a style feat, Improved Unarmed Strike, or feat that lists a style feat or Improved Unarmed Strike as a prerequisite.  You must qualify for the chosen feat. As a free action, you can gain the benefits of this feat for 1 round. Once you use this feat, you need to train at a dojo again to use it again.

*Furnished:* 4 Influence, 2 Labor - Your training is more solid, granting you the use of the chosen feat for 1 minute instead of 1 round.

#### **Escape Route**

*Speedy Escape:* 2 Labor, 1 day - You use your escape room to improve techniques for fleeing quickly.  For the next day, whenever you take the Withdraw action you gain a +10 bonus to your speed.

#### **Farmland**

*Buried Treasure:* 25 Labor, 1 Day - You spend the day plowing your fields in search of misplaced treasures.  Roll 1 minor magic item. You can only use this ability once per week.

#### **Forge**

*Venture Extender:* 5 Magic, 1 Day - When you rent the Metals venture increase the time you have access to it from 1 week to 1 month.

#### **Game Room**

*The House Always Wins:* 1 Fame (or +1 Infamy), 1 day - You run some high stakes games that hurts your reputation, but earns you some magical gear people wager to recoup their losses.  Roll 1d2 minor magic items. You can instead spend 25 Influence instead of losing fame (or gaining Infamy).

#### **Garden**

*Herbal Grab Bag:* 4 Goods, 4 Labor, X gp - You craft a grab bag of herbs from your garden you think will be useful on your next adventure.  Your grab bag has an amount of herbs equal to the gp invested, up to 100 gp per character level. You determine what you stashed away in this bag when your character draws the item out of it, much like the Brilliant Planner feat.  You can only have one grab bag at a time.

#### **Greenhouse**

*Enhanced Herbal Grab Bag:* This functions as the Garden active ability, except that the maximum invested gp is equal to 200 gp per character level.

#### **Infirmary**

*Just What the Doctor Ordered:* 4 Magic, 1 Day - You can use magical reagents to aid the healing of this infirmary, healing any ability score damage, all ability drain for a single ability score, or a negative level.  Healing a negative level costs an additional 9 Magic.

#### **Labyrinth**

*Meditative Walk:* 4 Influence, 2 Labor, 1 day - You spend the day walking the labyrinth in deep meditation.  After meditating, you gain a +1 insight bonus that you can apply to any d20 roll over the course of the next week without using an action. The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once the bonus has been used for the week, you cannot use it again until after you use this active ability. An unused bonus fades after 1 week.  Utilizing the Meditation Mastery feat causes this bonus to fade, and using this active ability likewise causes the bonus from Meditation Mastery to fade.

#### **Laundry**

*Deep Cleaning:* 1 Magic, 1 Day, special - You can soak and clean magical items in this room to repair them.  You must pay ½ the cost of any magic item repaired in this way, but you can spend Magic capital to cover this cost.

#### **Leather Workshop**

*Venture Extender:* 5 Magic, 1 Day - When you rent the Leather venture increase the time you have access to it from 1 week to 1 month.

#### **Lodging**

*Dream Council:* 5 Magic, 15 Goods, 1 day - You rent out the lodgings for yourself and up to 5 allies.  For the night, you and your allies gain the benefits of Lucid Dreamer. You and your allies may choose to enter the Dimension of Dreams in a shared dreamscape.

*Furnished:* If you have the Lucid Dreamer feat, you may select one feat for which you qualify that lists Lucid Dreamer as a prerequisite.  You may choose to gain this feat instead of Lucid Dreamer when you use this active ability.  Allies who also meet the prerequisites of this feat may likewise gain it’s benefits instead of Lucid Dreamer.

#### **Magical Repository**

*Venture Extender:* 5 Magic, 1 Day - When you rent the Implements venture increase the time you have access to it from 1 week to 1 month.

#### **Mystic Greenhouse**

*Venture Extender:* 5 Magic, 1 Day - When you rent the Plants venture increase the time you have access to it from 1 week to 1 month.

#### **Observation Dome**

*In the Stars:* 2 Influence - You call upon scholars to help you read the stars, gaining the effects of augury.

*Furnished:* 4 Magic, 1 Goods - You magically treat your expensive lenses to gain the benefits of divination instead of augury.

#### **Pit**

*One Person's Trash:* 4 Goods, 4 Labor, X gp - You scrounge around your pit for discarded refuse to make a grab bag of treasures.  Your grab bag has an amount of adventuring gear or tools equal to the gp invested, up to 100 gp per character level but all of these items are of shoddy quality.  You determine what you stashed away in this bag when your character draws the item out of it, much like the Brilliant Planner feat.  You can only have one grab bag at a time.

*Furnished:* You can invest up to 200 gp per character level into your grab bag.

#### **Printer**

*Venture Extender:* 5 Magic, 1 Day - When you rent the Writings venture increase the time you have access to it from 1 week to 1 month.

#### **Rangelands**

*Survival Skills:* 3 Goods, 1 Influence, 1 day - Pick a specific use of the Survival skill.  When you use this active ability, you train an animial to aid you with this use of Survival.  When the animal uses the aid another action on survival checks you make, if it succeeds it provides a +4 bonus instead of the normal +2.

#### **Reliquary**

*Devoted Study:* 1 Magic, 2 Influence - By studying and praying over the holy items in your reliquary, your conviction grows stronger.  You gain 1 extra use of channel energy or lay on hands. This extra use is expended before any uses you regain normally, and is expended the next time you would expend a use of channel energy or lay on hands.  You must have the channel energy or lay on hands class feature to use this active ability, and you can only have one extra use at a time.

#### **Sanctum**

*Curse Breaker:* 1 Magic, 1 Influence, 1 Goods, 1 day - You meditate or pray with holy incense to remove a curse.  Make a character level check against the DC of the curse, and if successful, the curse is lifted. You can spend additional Magic to gain a +1 bonus on this check for each Magic spent, up to a maximum of +5.  This can also be used to give you the ability to remove a cursed item.

#### **Sauna**

*Healing Waters:* 1 Magic, 1 Influence, 1 Goods, 1 day - You infuse the steam with rare minerals known for their healing properties.  You can immediately make another saving throw to end one disease (gaining the above bonus).

#### **Scriptorium**

*Scribbles Grab Bag:* 4 Goods, 4 Labor, X gp - You fill up a satchel full of books that might be helpful on your next adventure.  This is a grab bag of dungeon guides, pathfinder chronicles, or spellbooks equal to the gp invested, up to 100 gp per character level (e.g. a grab bag invested with 200 gp could have a tangleburn bag and a tanglefoot bag).  You determine what you stashed away in this bag when your character draws the item out of it, much like the Brilliant Planner feat. You can only have one grab bag at a time.

*Furnished:* You can invest up to 200 gp per character level into your grab bag instead.

#### **Scrying Room**

*Overwatch:* 1 Magic - Your scrying room can act as a means to observe anything in the building to which it’s attached.  You can choose to either see or hear from a specific point in your building as if you were there. It takes 10 minutes to focus your senses to the specific room.  You can concentrate on this ability for up to 5 minutes at a time. To choose a new room to observe, you must activate this ability again. Special senses don’t work in conjunction with this ability.

#### **Sewing Room**

*Venture Extender:* 5 Magic, 1 Day - When you rent the Cloth venture increase the time you have access to it from 1 week to 1 month.

#### **Trophy Room**

*Emboldening Tales:* 1 Magic, 3 Goods, 1 day - With a fine drink and a moment of reflection, you can store in yourself extra bloodthirsty inspiration.  You gain 4 extra rounds of raging song. This extra use is expended before any uses you regain normally, and is expended the next time you would expend a round of raging song.  You must have the raging song class feature to use this active ability, and you can only have up to 4 extra rounds at a time.

#### **War Room**

*Teamwork Training:* 20 Influence, 10 Labor, 1 day - You train in tactics with your allies.  Select a teamwork feat for which you qualify and up to 5 allies. As a free action, you and your allies can gain the benefits of this feat for 1 round.  Once you use this feat, you need to train at a war room again to use it again.

*Furnished:* 20 Influence, 10 Labor - Your training is more solid, granting you the use of the chosen feat for 1 minute instead of 1 round.

### **Teams**

#### **Acolyte**

*Spellcasting Services:* Special - You have your acolyte cast a spell for you. The cost of this ability is 5 gp for an orison or 10 gp for a 1st level spell.

#### **Adept**

*Spellcasting Services:* Special - You have your adept cast a spell for you. The cost of this ability is 5 gp for a knack or 10 gp for a 1st level spell.

#### **Apprentice**

*Spellcasting Services:* Special - You have your apprentice cast a spell for you. The cost of this ability is 5 gp for a cantrip or 10 gp for a 1st level spell.

#### **Archers**

*Summon Archers:* 2 Influence - You prepare your archers as a troop to come to your call.  You devise a signal that can be sent to your archers so long as you are within 5 miles of their settlement (counting as being ½ a mile away if you are within their settlement).  The time it takes for your signal to reach them and for them to get to your location is 1 hour per mile away from them, and it takes a minimum of a standard action to send your signal (fire a signal flare, dispatch a messenger, display the silhouette of an animal on the night sky, etc).  When they arrive they act as an Archer troop (CR 1) under your direction for 1 hour.

#### **Archmage**

*Spellcasting Services:* Special - You have your archmage cast a spell for you. The cost for this ability is Spell Level x Caster Level x 10 gp and can be paid for with Magic capital.

#### **Bishop**

*Spellcasting Services:* Special - You have your bishop cast a spell for you. The cost for this ability is Spell Level x Caster Level x 10 gp and can be paid for with Magic capital.

#### **Bureaucrats**

*Legal Aid:* 2 Influence per day - By employing your bureaucrats to help with the legal paperwork, you can move your company in ½ the normal time.

#### **Cavalry**

*Summon Cavalry:* 8 Influence, 2 Labor - You prepare your cavalry as a troop to come to your call.  You devise a signal that can be sent to your cavalry so long as you are within 5 miles of their settlement (counting as being ½ a mile away if you are within their settlement).  The time it takes for your signal to reach them and for them to get to your location is 1 hour per mile away from them, and it takes a minimum of a standard action to send your signal (fire a signal flare, dispatch a messenger, display the silhouette of an animal on the night sky, etc).  When they arrive they act as a Cavalry troop (CR 3) under your direction for 1 hour.

#### **Cavalry Archers**

*Summon Cavalry Archers:* 8 Influence, 2 Labor - You prepare your cavalry archers as a troop to come to your call.  You devise a signal that can be sent to your cavalry archers so long as you are within 5 miles of their settlement (counting as being ½ a mile away if you are within their settlement).  The time it takes for your signal to reach them and for them to get to your location is 1 hour per mile away from them, and it takes a minimum of a standard action to send your signal (fire a signal flare, dispatch a messenger, display the silhouette of an animal on the night sky, etc).  When they arrive they act as a Cavalry Archers troop (CR 3) under your direction for 1 hour.

#### **Cutpurses**

*Minor Thievery:* 5 Goods, 5 Labor, 10 Influence, 1 Day - You work with your cutpurses on a modest score.  Roll 1 item on the Minor Magic Item table.

#### **Driver**

*Efficient Journey:* 2 Labor - By using your trained driver to plot out routes and lead your travels you can gain a +10 bonus to movement speed for a day.  For journeys that take longer than 1 day, you may pay this cost for each day of the trip, so long as your journey begins in the settlement where your driver inhabits.

#### **Elite Archers**

*Summon Elite Archers:* 8 Influence, 2 Labor - You prepare your elite archers as a troop to come to your call.  You devise a signal that can be sent to your elite archers so long as you are within 5 miles of their settlement (counting as being ½ a mile away if you are within their settlement).  The time it takes for your signal to reach them and for them to get to your location is 1 hour per mile away from them, and it takes a minimum of a standard action to send your signal (fire a signal flare, dispatch a messenger, display the silhouette of an animal on the night sky, etc).  When they arrive they act as a Elite Archers troop (CR 3) under your direction for 1 hour.

#### **Elite Soldiers**

*Summon Elite Soldiers:* 8 Influence, 2 Labor - You prepare your elite soldiers as a troop to come to your call.  You devise a signal that can be sent to your elite soldiers so long as you are within 5 miles of their settlement (counting as being ½ a mile away if you are within their settlement).  The time it takes for your signal to reach them and for them to get to your location is 1 hour per mile away from them, and it takes a minimum of a standard action to send your signal (fire a signal flare, dispatch a messenger, display the silhouette of an animal on the night sky, etc).  When they arrive they act as an Elite Soldiers troop (CR 3) under your direction for 1 hour.

#### **Esotericist**

*Spellcasting Services:* Special - You have your esotericist cast a spell for you. The cost for this ability is Spell Level x Caster Level x 10 gp and can be paid for with Magic capital.

#### **Guards**

*Guard Duty:* 2 Influence - You can direct your guards to keep your assets safe during travel.  When moving a team to another settlement, you only need to pay ¼ the cost to recruit the team, as the guards prevent robberies and boost morale during travel.

#### **Lackeys**

*Luxury Travel:* 4 Labor per day - When traveling, your lackeys make up for time lost due to distractions caused by the road.  Instead of taking twice as long to perform downtime actions while traveling, it only takes 50% more time.

#### **Mage**

*Spellcasting Services:* Special - You have your mage cast a spell for you. The cost for this ability is Spell Level x Caster Level x 10 gp and can be paid for with Magic capital.

#### **Mystic**

*Spellcasting Services:* Special - You have your mystic cast a spell for you. The cost for this ability is Spell Level x Caster Level x 10 gp and can be paid for with Magic capital.

#### **Priest**

*Spellcasting Services:* Special - You have your priest cast a spell for you. The cost for this ability is Spell Level x Caster Level x 10 gp and can be paid for with Magic capital.

#### **Robbers**

**Major Thievery:** 10 Goods, 10 Labor, 20 Influence, 1 Day - You go out thieving with your robbers to steal some fine treasure.  Roll 1d3 items on the Minor Magic Item table.

#### **Sailors**

*Fishing Trip:* 10 Goods, 10 Labor, 20 Influence, 1 Day - You go out sailing with your sailors to catch some fine treasure.  Roll 1d3 items on the Minor Magic Item table.

#### **Scofflaws**

*Dastardly Reputation:* 5 Influence, 3 Labor - Your scofflaws turn your reputation into a boon for a short time.  For 1 day, you can treat your infamy as fame in the settlement where your scofflaws opperate.

#### **Soldiers**

*Summon Soldiers:* 2 Influence - You prepare your soldiers as a troop to come to your call.  You devise a signal that can be sent to your soldiers so long as you are within 5 miles of their settlement (counting as being ½ a mile away if you are within their settlement).  The time it takes for your signal to reach them and for them to get to your location is 1 hour per mile away from them, and it takes a minimum of a standard action to send your signal (fire a signal flare, dispatch a messenger, display the silhouette of an animal on the night sky, etc).  When they arrive they act as a Soldiers troop (CR 1) under your direction for 1 hour.