| Infernalistgamer |
So this is what I have.
ARTISAN’S WORKSHOP (Leatherworking)
Earnings gp, Goods, or Influence +10
Benefit counts as masterwork artisan’s tools for one Craft skill
Create 9 Goods, 9 Labor (360 gp); Time 20 days
Size 8–16 squares
This specialist’s workshop provides a variety of tools and materials for a particular art form, such as glassworking, gemcutting, or sculpting, which you choose when you build the room. Up to three people can use the room at a time.
FORGE
Earnings gp or Goods +10
Benefit counts as masterwork artisan’s tools for smithing skills
Create 9 Goods, 1 Influence, 8 Labor (370 gp); Time 20 days
Size 8–16 squares
A Forge includes a hearth, an anvil, a slack tub, metalworking tools, and other appropriate materials for shaping iron and other metals. A Forge counts as artisan’s tools for up to three people working on metalworking skills such as Craft (armor) and Craft (weapons).
OFFICE
Create 3 Goods, 3 Labor (120 gp); Time 8 days
Size 2–5 squares
Upgrades From Storage
This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.
STORAGE
Earnings gp +2
Create 3 Goods, 3 Labor (120 gp); Time 8 days
Size 4–8 squares
Upgrades From False Front, Shack; Upgrade To Office, Vault
Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.
WORKSTATION (Carpentry)
Earnings gp, Goods, or Influence +8
Benefit counts as masterwork artisan’s tools for one Craft or
Profession skill
Create 8 Goods, 7 Labor (300 gp); Time 16 days
Size 8–16 squares
This includes a table, chair, and appropriate masterwork artisan’s tools for one Craft or Profession skill you choose when you build the room. For example, if intended for a carpenter, it has clamps, saws, nails, hammers, and a sturdy worktable. Up to three people can use the room at a time.
The place can handle a team of 9 people. 8 employees + Dolbar
CRAFTSPEOPLE (1 iteration, each one runs a station, metal, leather and wood.)
Earnings gp, Goods, or Labor +4
Create 3 Goods, 2 Influence, 4 Labor (200 gp); Time 2 days
Size 3 people
Craftspeople are trained in a particular Craft or Profession skill and make a living using that skill. Examples of this team are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter is a 4th-level expert (Pathfinder RPG NPC Codex 261) with 4 ranks each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement.
LABORERS (1 iteration, these are helpers, tasked to assist my craftsmen)
Earnings gp or Labor +2
Create 1 Influence, 2 Labor (70 gp); Time 0 days
Size 5 people
Upgrades To Drivers, Guards, Lackeys, Sailors, Scofflaws
Laborers are unskilled workers who carry out basic orders. In most cases, their work is physical labor, though you may recruit laborers for specialized tasks such as begging for your thieves’ guild, being professional mourners for your cult, or filling out the cast of a theater performance. They are typically 1st-level commoners (NPC Codex 256) with no ranks in Craft or Profession.
My character is Dolbar Anvilsong, a dwarven PC with a +11 in Craft(blacksmith).
So here's my question. How much money (assuming all checks are Take 10's) does my business make me per workday A) With my dwarf taking a post at the anvil, and B) while he's off adventuring?
| CraziFuzzy |
Been hoping for some help with this. Someone?
My quick work:
Artisan's Workshop - gp +10
Forge - gp +10
Storage - gp +2
Workstation - gp +8
Craftspeople - gp +4
Laborers - gp +2
Dolbar (running a business activity) - +21
total take 10 check is 67, so you ear 6gp 7sp per day (if all teams/rooms are earning gp).
| CraziFuzzy |
So you just add all the modifiers up and make one roll? Okay, simple enough. And when I'm off adventuring, that'd be a 46 result as the team works without him?
Pretty much. Downtime rules are all set up to be as uncomplicated as possible, so as to not take away from uptime. The only caveats I'l through in there is that when you are gone, there are consequences. materials will waste while you are gone (capital attrition). Loyalty dwindles as well (business attrition). Also, events are a major part of it. The events are in essence, the 'cost' of the easy passive income that downtime provides. The book mentions that the GM can choose to only handle downtime events while the characters are in the settlement, but I feel this eliminates the only real negative to an otherwise simple easy passive income. I feel the chance for events should be rolled for every day, whether you are in the city or not. If you are gone, you're less likely to be able to mitigate the events, but this is the tradeoff.