Downtime
Pathfinder Core Rulebook (Second Edition), page 500
In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren’t adventuring.
Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it’s natural to do so.
This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.
- Craft (Crafting)
- Earn Income (Crafting, Lore, Performance)
- Treat Disease (Medicine)
- Create Forgery (Society)
- Subsist (Society, Survival)
Stakes: None to low. Downtime is the counterpart to adventuring and covers low-risk activities.
Time Scale: Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.
Actions and Reactions: If you need to use actions and reactions, switch to exploration or encounter mode. A creature that can’t act is unable to perform most downtime activities, but it can take long-term rest.
Cost of Living
For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on Table 6–16: Cost of Living on the same page. Deduct these costs from a character’s funds after they gain any money from their other downtime activities.
A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity.
Buying and Selling
After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they’re flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren’t in high demand.
This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities. As always, you have final say over what sort of shops and items are available.
An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally.
Long-term Rest
Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.
If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don’t end automatically during long-term rest.
In this section
- Playing Out a Downtime Day At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day.
- Longer Periods of Downtime Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.
- Retraining The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the…
