UC- promoting a business wording


Rules Questions


Been reading over these rules a few times, and now and then I find something I thought I read right, then realized I may have read it wrong.

Under promoting a business, you first choose one type of capital to serve as your buffer (to augment profit check).

Next, you roll for the number of days the promotion 'increased activity' lasts. 1d6 to be exact.

You Choose one capital the building can generate, and you make a check for it as skilled work using either diplomacy, knowledge (local), or spellcraft (I presume some are better than others at promoting particular types). every point of capital you put in augments the roll by 5 points (meaning 2 capital basically insures 1 capital always is added).

Now here comes the fuzzy part: the wording of that last part about generating the capital with a roll says 'to determine how many additional resources the business generates over the course of the increased activity'.

So...does that mean that, if you rolled 6 days, and rolled a 30 on <random capital>, you made 3 extra capital over 6 days, or you made 3 extra capital on each day (meaning 18)?

Likewise, since this is a roll 'in addition to' the regular ones the business seems to make, the business makes its normal checks for those 6 days as well, yes?

At first I thought this was a neat way to half gamble some resources and hope you got a windfall of extra, but on re-reading, it's looking like it's a way to do the 'convert capital' method in a more efficient manner if it makes sense (Got spare Goods? sacrifice two of them to promote the magic at your magic academy by having a cute prize for a spellcasting contest, instead of converting 5 of them into a single magic capital).

So, which way was more accurate to the intent? Or am I wrong on both counts?


I wonder about that as well.


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The existence of the Business Booms spell (http://www.d20pfsrd.com/magic/all-spells/b/business-booms) leads me to believe that the extra capital is added to each day and not split over the days, otherwise the spell would actually do nothing but prolong the time it takes to earn the extra capital, a negative effect.

As an example: Arraina spends 6 Influence and a day of downtime to promote her business. Arraina makes a spellcraft check to earn Magic adding 30 from the spent Influence. Her final check is 51. Rolling 1d6, Arraina rolled a 3 for the days of influx. So for each of those 3 days, Arraina earns 5 additional Magic each of those 3 days in addition to whatever the business normally makes with its check each day. Essentially, Arraina has traded 6 Influence and a day of downtime for the ability spend Earn 15 Magic (spending gold to Earn it as normal).

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