Item crafting 2e


Pathfinder Society

Grand Lodge 2/5 *

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Quote:
Crafting: Some characters may choose to spend their time Crafting a piece of equipment. The rules for crafting can be found on pages 244-245 and 503–504 the Core Rulebook. Use the DC based on the level of the item from Table 10–5 for common items, applying the hard DC adjustment from Table 10–6 to the DC for uncommon items and the very hard DC adjustment for rare items. You can Craft uncommon or rare items only if you find their formulas.

(Organised Play Foundation)

So, does the last sentence mean that formula are NOT needed for common items, or that formula for uncommon/rare items can only be FOUND not bought?


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber

See p.293 of the CRB about obtaining formulas.

You always need the formula to craft an item.
You can easily obtain common formulas by purchasing them for the price listed in the CRB.
In game, you can obtain any formula by copying it from a source available to you, such as another player's formula book, or a formula scroll you found.
In game, you can attempt to reverse-engineer and thus obtain a formula by disassembling the item as described.

However, the same general rules regarding accessability still apply, as for any other non-common option. In order to obtain or use anything non-common, you need to first gain "access" to it, rules-wise. Generally, in PFS-play, that access is obtained either through character features, such as feats or ancestry or earned later, usually as a reward on a chronicle, or potentially purchased with AcP.

Even if another PC in your party has access to and purchased a certain uncommon formula and is willing to let you copy it for free, you cannot get it in game, unless you yourself have first obtained "access" to said formula rules-wise.

"Finding their formula" is apparently the badly worded way of saying "have obtained access to it and copied it into your formula book".

Grand Lodge 2/5 *

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Thanks.


This probably should be worded a bit differently, because the last sentence in the pfs guide does lend you to the belief that you only need a formula for uncommon or rare items.


FWIW, all the level 0 common items' formula can be purchased together in one 'Basic Crafter's Book' for only 1sp. Silly, but it is the clearest way to ensure that this question doesn't come up in pfs play when you decide to use your downtime to craft mundane items because it is marginally better than earning income then purchasing it.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

So, let's say I want to craft arrows. I need to purchase a Basic Crafter's Book for 1sp. Then, I purchase my raw materials (shafts, arrowheads, and fletching) for 5cp, which is half the cost for 10 arrows. I spend 4 days of downtime after a scenario to make the arrows. On the 4th day, I make a DC 14 crafting check in front of my GM for a 0 level item. If I make or exceed the crafting check, I now have 10 arrows.

Is this correct?

Would crafting arrows be considered an "easy" task for a -2 adjustment to the DC?

Sczarni 5/5 5/55/5 ***

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After you've succeeded at your Crafting check, you have two options:

1) immediately pay the remaining half price of the arrows (5 cp), or

2) spend additional Downtime days (1, in this case) to reduce the cost by 2sp/day (assuming you're Level 1).

Ask your table GM whether they consider the check to be "easy". I would probably say any Level 0 Item is.

Grand Lodge 4/5 5/55/5 ***

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In most cases, crafting "standard" items in PFS is just not economical neither financially or time wise. In order to save the second half of the crafting cost, you have to spend A LOT of daytime to earn the value. It is a good system in some thing like an AP where you may have availability limitations or have more time than money. For example, my Ironfang Invasion converted campaign is really making good use of time resources to craft some lesser magic items that they cannot purchase.

I think the math-hammer folks have already elaborated on this in another thread that you are much better off just doing Earn Income checks and buying whatever you want/need as soon as you have access to it.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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Christian Dragos wrote:
Would crafting arrows be considered an "easy" task for a -2 adjustment to the DC?

Probably not. "Easy" would be "easy for a level 0 task", not "easy because it's a level 0 task".

Are arrows any easier to craft than any other level 0 item? I don't see why they should be harder or easier. Easier than a fullplate (level 2 item)? Yeah. But that's accounted for by the base DC, it doesn't earn you the Easy discount on the DC on top of that.

Sczarni 5/5 5/55/5 ***

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While arrows probably aren't a good choice for crafting, Crafting in general will save you more money than Earn Income will make for you. At level 1, for example, an Earn Income success earns you 4sp, but a Crafting success saves you 8sp.

You just need to Craft something worth enough to maximize your savings.

But, like TwilightKnight alludes to, there's a lot of math and other considerations. The Crafting DC is higher, and you might already be stocked up on non-magical items. An 8 Int Bard is probably better off Earning Income with their 18 Cha because their chance of critting is better.

But either way, if you need arrows, just loot them or buy them ^_^

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

And doesn't crafting use a different task level than earned income? This would make crafting more useful.

2/5 5/5 *****

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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Crafting can come out ahead, but you need to be pretty invested -- you'll probably want specialty crafting, magical crafting, impeccable crafter at least, probably inventor as well. You'll want your Int no more than two bumps below the max possible for your level. (ie starting at, at least, 14, and boosting every chance). Once you have impeccable crafter, you can probably stop pushing Int and seeking out every possible bonus.

You'll want to be field commissioned, and probably get the Envoy's Alliance crafting workshop boon. Those extra days matter a lot in terms of finding the sweet spot of items that don't take so long to craft that they are obsolete by the time you finish crafting them.

Then you need to look for the items that work for you
a) consumables tend to be cost effective and craftable in reasonable amounts of time.
b) utility magical items (skill boosters, bags of holding, etc) or property (but not fundamental) runes also tend to be good candidates.

You want to find things at a DC that you're likely to crit (or likely to succeed once you have impeccable crafter). And things you want 'eventually' not 'as soon as you can afford it' -- ie that's why fundamental runes are usually a bad choice in society play to craft -- they'll take a full level worth of downtime in most cases, when you probably could have bought them as soon as you had access.

At low level's my crafters tend to spend their time boot-strapping the whole process -- crafting their sterling artisan tools for their specialty. Crafting a Crafter's eyepiece, crafting a bag of holding for holding all the other artisan's tools for later projects (once you have the Crafter's eyepiece you don't benefit from sterling tools, so you can just buy the cheap basic tools going forward and it tends to be cheaper to just buy them rather than craft at that point). Other good options before you have magical crafting are things like the extreme climbing kit, the spyglass, or cold-iron/silver weapons. Mundane things that are fairly expensive.

The biggest difficulty for me is that specialty crafting doesn't have a Special cause allowing you to take it multiple times for different specialties (and therefore combo-ing into Impeccable crafter). Often the role play story for which craft makes sense, doesn't align well with the items that character wants that fit into the good choices to craft. Ie most of my crafters are heavy armor/weapons type people so blacksmithing always feels right, but leatherworking or weaving ends up with the better choice of utility items.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

As a ranger, I thought crafting my own arrows, bows, daggers, etc... would make sense, not just from a roleplay perspective, but a way to save money. Obviously not worth it. He's Wis & Dex based anyway.

A ton of thanks for the info!

p.s. Why is there no Wisdom-based Earn Income like there was in PFS1e?

4/5 ****

Goblins can do it with survival.

Also wisdom is already likely the strongest attribute with bonuses to will saves, perception (including initiative), as well as three commonly used skills: survival, nature and religion

1/5 *

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Pathfinder Roleplaying Game Superscriber
Robert Hetherington wrote:
Goblins can do it with survival.

I think you’ve just given me a concept for a goblin Cleric of Abadar.

Scarab Sages 4/5 * Venture-Captain, Utah—Utah County

am I missing something? Not once was it mentioned that you need a set of tools (raw). each set of tools is different... so depending on what your crafting you may need to invest in several sets of tools if your all over the board.

OR is this PFS handwavy just buy one set and have "dads tool box" handy.

4/5 ****

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Requiring tools is part of the "Craft" action, nothing in PFS changes that.

My PFS technical Crafting Guide may be of use if you have questions.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

*Reads Technical Crafting Guide*

If you have banked enough downtime days to finish a project, why would you need to wait through another play session?

2/5 5/5 *****

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You can't "bank" downtime days.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
NielsenE wrote:
You can't "bank" downtime days.

Can you cite a rules source please?

I literally have several chronicle sheets in which the GMs wrote "'X' banked downtime days."

I've got over 60 days now on my first character. Other players have over a hundred. I myself just finished filling out 11 chronicle sheets for yet more players, all of which say "24 banked downtime days."

How could you possibly craft anything of any real value if you couldn't bank downtime days?

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

The procedure now is that the player handles the downtime activities.

"Banking" is not sanctioned and I would like to who is doing this. It is outside the Guide and needs to stop now.

The GM(s) need to speak to a VC or RVC to get the process correct. And the players need to their downtime taken care of ASAP.

Players have to take care of download between adventures. A character earns days of downtime equal the experienced earned, plus 50% if field commissioned. So 8 or 12.

Downtime activities are done in blocks of 8 days. If rolling for income, roll 8 days, and then 4 day for field commission. For crafting, do setup, then roll for the remaining days, still in 8 day block.

I think there may be confusion on crafting. If you are crafting something and you earn an amount towards the item, at the end of the days of crafting, the character can choose to pay the remaining amount of what is being crafted, thus finishing it. Or they can continue to work on it after the next adventure when new set of downtime days has been earned. So what is being banked is the days of crafting already put into item, not banking days for use later.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

That's all well and good. Thank you for the clarification. However, I'd still like to see a source or citation. A rule that is not written and cannot be referenced is no rule at all.

I will pass along what you've said to the GMs in question, and I trust they will take corrective action and/or reach out to you on their own without my needing to give up any names.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Ravingdork wrote:

That's all well and good. Thank you for the clarification. However, I'd still like to see a source or citation. A rule that is not written and cannot be referenced is no rule at all.

I will pass along what you've said to the GMs in question, and I trust they will take corrective action and/or reach out to you on their own without my needing to give up any names.

It is in the Guide. But fine, here is the link:Guide on Downtime

So it is pretty clear.

Guide wrote:
Downtime is spent in Downtime Units of up to 8 days at a time. If a character earns 8 days or fewer of downtime, it is spent in a single unit. If they earn more than 8 days, the character spends units of 8 days, one at a time, until 8 or fewer days remain, then spends the remaining days as a single unit. Multiple different activities can occur in a single downtime unit, but you can only ever roll once for a given activity in any given unit.

No where does it say anything about "banking". But your question was related to crafting. Let's see what the Guide has on that. It is just a few lines lower.

Guide wrote:
A few other limitations on crafting:

    [1]Characters can Craft uncommon or rare items only if they have access to the applicable formulas.
    [2]Crafting requires that you spend 4 days in preparation before making Crafting checks.
    [3]Crafting tasks can be continued across as many Downtime days/units as necessary to complete the item.
    [4]Characters may stop crafting and pay the remainder of the Price required to finish the item at any time.
    [4]Only one crafting project may be started during a Downtime Unit.

I added emphasis on the 3rd bullet.

Hopefully that helps. The Guide is dry reading, but if you are going to be GMing, you need to understand what is in it.

I hope you will reach out to your players from your AP and help them get the downtime activities taken care and use up the "bank" of days.

Dark Archive 4/5 5/5 ****

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Ravingdork wrote:

That's all well and good. Thank you for the clarification. However, I'd still like to see a source or citation. A rule that is not written and cannot be referenced is no rule at all.

I will pass along what you've said to the GMs in question, and I trust they will take corrective action and/or reach out to you on their own without my needing to give up any names.

l

Then I challenge you to cite the rule that ALLOWS this banking.

I have never seen nor heard of this “rule”.

Pathfinder and PFS rules are inclusive. Earn income, crafting, and such are exactly as they say, and nothing more.

If you choose not to perform a downtime activity after an adventure, that is your choice. But I see no where in Pathfinder nor Pathfinder Society rules that allow you to “bank” days. (In fact, this would make no sense, because it would imply you could use them when you are at a higher level and thus having higher skill checks)

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I can only speak to my own interpretation and not those of the GMs in question, but I've read those rules several times before and after your clarification, and I see no explicit limitations preventing you from spending 8 days of downtime in a unit, then doing so again. Nothing (that I've seen) explicitly states that you need to do a session in between such units.

Indeed, the only explicit limitation that appears to be mentioned is that you can only roll once per activity per downtime unit. That is, in my mind, a player--after having made a bad Craft roll--cannot then say they roll again the next day. They must keep said roll for the entirety of that unit before being allowed to roll anew.

Perhaps "unit" is further defined elsewhere, in which it is made clear that only a single unit occurs between play sessions?

In any case, I would advise releasing errata to more formally clarify the matter. If we've indeed been doing it wrong, Lord only knows how wide spread it is.

I've been roleplaying for a VERY long time, and every single PFS table I've ever played at, bar none, permits banking downtime.

Personally, I just don't see how you could ever craft anything useful otherwise. If you have to wait several sessions to finish your craft, whatever you're making will be well behind the power curve of your new levels, making said item--and by extension crafting in general--quite useless.

Silbeg wrote:
In fact, this would make no sense, because it would imply you could use them when you are at a higher level and thus having higher skill checks

If the Pathfinder Society does not permit the accrual of time off for its staff, it's any wonder the organization has any members at all. Perhaps that's why the Aspis Consortium was quite nearly able to destroy them. ;P

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

You have never played at my table.

Maybe it is something that started in your small group and now you believe it is the rules.

Clearly it is not. You have had a VC and a RVC tell you otherwise.

Do what you will. It will have no impact on me or PFS as a whole.

But it is still wrong.

And I am waiting for your cite on allowing downtime days to be banked. After all, if it is not written. It is not a rule.

Right?

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Quite right, but why would I need to? There also appears to be no rule stating that you can only use a single unit in between sessions.

In any case, here is the rule support that I put to you: If they earn more than 8 days, the character spends units of 8 days, one at a time, until 8 or fewer days remain, then spends the remaining days as a single unit.

That clearly indicates a character can spend units back to back. If that is not correct or intended, then please release clarifying errata.

Unless "unit" is further defined elsewhere than what has thus far been cited, and in which it is made clear that only a single unit occurs between play sessions.

Scarab Sages 2/5 *** Venture-Lieutenant, Oregon—Portland

Ravingdork wrote:
As an aside, how would someone with Field Commission ever take advantage of their bonus downtime if they could only ever spend it in blocks of 8 in between sessions? They'd never catch up to be able to use said extra downtime.

That's covered in the quote above.

Guide wrote:
Downtime is spent in Downtime Units of up to 8 days at a time. If a character earns 8 days or fewer of downtime, it is spent in a single unit. If they earn more than 8 days, the character spends units of 8 days, one at a time, until 8 or fewer days remain, then spends the remaining days as a single unit. Multiple different activities can occur in a single downtime unit, but you can only ever roll once for a given activity in any given unit.

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TomParker wrote:
Ravingdork wrote:
As an aside, how would someone with Field Commission ever take advantage of their bonus downtime if they could only ever spend it in blocks of 8 in between sessions? They'd never catch up to be able to use said extra downtime.

That's covered in the quote above.

Guide wrote:
Downtime is spent in Downtime Units of up to 8 days at a time. If a character earns 8 days or fewer of downtime, it is spent in a single unit. If they earn more than 8 days, the character spends units of 8 days, one at a time, until 8 or fewer days remain, then spends the remaining days as a single unit. Multiple different activities can occur in a single downtime unit, but you can only ever roll once for a given activity in any given unit.

The quote that explicitly allows spending units back to back?

;P

Alright. It's your guys' turn. Where is it explicitly mentioned that only a single unit can be spent in between play sessions?

4/5 ****

Nobody is saying you can only spend 1 unit of downtime. You spend all the downtime you have resolving it in 8 day chunks (or less than 8 days if/when less than 8 is remaining). Each of those being "1 unit".

OP Guide: Downtime wrote:

Downtime

Downtime is spent in Downtime Units of up to 8 days at a time. If a character earns 8 days or fewer of downtime, it is spent in a single unit. If they earn more than 8 days, the character spends units of 8 days, one at a time, until 8 or fewer days remain, then spends the remaining days as a single unit. Multiple different activities can occur in a single downtime unit, but you can only ever roll once for a given activity in any given unit.

This explicitly tells you what a unit is, and to spend them all, and how to do it.

Guide: Applying Credit wrote:
Chronicles apply in the order in which they were played. Add all earned rewards and make Downtime checks before applying the next Chronicle.

This also tells you to make all downtime checks before applying the next chronicle.

---

People make mistakes all the time, I recently also ran into somebody else "banking" downtime days and had to set them straight, prior to last month I hadn't ever heard anybody even suggest it. I'm glad you've now better learned how this works and won't continue to propagate said mistake.

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You don't need to "bank" days to craft things, you start the project and then continue the crafting over future adventures, see the example at the end of my technical crafting guide, as well an example.

Or... taking a look at my 2003 whom is a 6th level wizard at their

crafting history:

At level 2 they took Pathfinder Agent Dedication as their class feat becoming an expert in crafting and gaining the skill feat magical crafting.

At 12 xp they Started crafting 4 scrolls of Mage Armor, putting 8GP down. With a critical success on the crafting check on a scenario (4xp/8 downtime day chronicle) They made 2gp of progress after starting the project. (10/16)

at 16xp they played 4 quests in a row (1x, 2downtime days each). Earning 4* 1gp towards the project (14/16)

At 20 xp, I played a scenario. I spent 4 days making 2 gp of progress and completing the scrolls. I spent the next 4 days earning income but due to a critical failure earned nothing.

Now at 24xp and level 3 They played a scenario and started crafting an Occult Pendant. They put down 30gp and got a success. With their 4 remaining days they made 2gp of progress. (32/60)

At 28xp they played another scenario and made another 4gp of progress (36/60)

At 32xp they played another scenario and made another 4gp of progress (40/60). They also purchased the Envoy's Alliance Boon Crafter's WorkShop which reduced further crafting startup time from 8 days to 1.

Before the next adventure some of the Organized Play rules changed and the character took a free swap from the Spells School to being Field Comissioned.

At 36xp (level 4) they played a scenario. They paid 20gp to complete their Occult Pendant and began crafting a Hat of the Magi. They put 25gp down, spent 1 day to start the project and with a success earned 11*0.8 progress on the craft. (33.8/60)

At 40xp they played a scenario and earned 12*0.8 progress on their craft (43.4/50)

At 44xp they played a scenario and spent 8 days crafing their hat (8*.8 =6.4) (49.8/50) They spent 0.2gp to finish their craft and then earned income success for the remaining 4 days earning 1.2gp

At 48xp(level 5) They played a scenario and began to craft a wand of Longstrider(2). They paid 80gp and succeeded on the crafting check, spending the remaining 11 days making progress on the item (91/160)

At 52xp they got credit for The Slithering (+12xp).
12 days of progress +12gp (103/160)
12 days of progress +12gp (115/160)
Level to 6
12 days of progress +24gp (139/160)

Pay 21gp to finish crafting wand.

At 64xp they played a scenario. They spend 1 day and put 60gp down to begin crafting 4 scrolls of Earthbind. They got a critical success and earned 2.5gp of progress per day for 11 days. (87.5/120)

4/5

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Ravingdork wrote:
I can only speak to my own interpretation and not those of the GMs in question, but I've read those rules several times before and after your clarification, and I see no explicit limitations preventing you from spending 8 days of downtime in a unit, then doing so again. Nothing (that I've seen) explicitly states that you need to do a session in between such units.
Downtime wrote:
If a chronicle is assigned but not immediately applied, (see applying chronicles) then wait to calculate downtime until the chronicle is applied.
Downtime wrote:
Players are responsible for rolling and recording their own downtimes, and may chose not to do so if they prefer to simplify play.
Applying Credit wrote:
Chronicles apply in the order in which they were played. Add all earned rewards and make Downtime checks before applying the next Chronicle.

So you can only apply Downtime when a chronicle is received and you have to make Downtime checks before applying the next chronicle. If you don't make the check, you forfeit the Downtime.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

Thank you all for helping to close the loop! I knew there was another part but was too tired to go look for it.

2/5 5/5 *****

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Thanks everyone for helping out after I logged out for the night.

The other nuance to be aware of (and could be where the misconception started) -- downtime is handled when the chronicle is _applied_, not when it is _assigned_. So it is possible to have some downtime sitting in limbo on chronicle sheets when a you're assigning to an unbuilt GM Blob, or played a pre-gen and are holding the chronicle until the character reaches the pre-gen's level. I wouldn't consider it "banked", its more like the entire chronicle is "deferred" or something.

I could, however, see a GM/local community using "banked" for that. As long as they know you can't pool it/shift it forward/back in time, its all fine, but if the term leaked out of a group that was using it that way, I can easily see how it would get misinterpreted. I know I've written annotation like "8 days(12 if field commission) downtime to be resolved when chronicle is applied" in such cases in the notes field.

Scarab Sages 4/5

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With regards to having multiple units of downtime, that’s in there to account for field trained agents. Field trained agents receive an extra 50% of downtime days, so for a typical scenario, they get 12 days. They have to use those in an 8-day unit and a 4-day unit, not a 12-day unit. The multiple units rules have nothing to do with banking downtime for the future.

Rather than thinking of it as “days off,” think of it as days between adventures. If you don’t do anything between two adventures, you don’t get any benefit from those days.

EDIT: Another thread has reminded me that APs or chronicles that are awarding more XP than a scenario might also award more than 8 days of downtime, so that’s the other reason for the multiple units. If you get 24 days of downtime from an AP chronicle, then you would spend 3 units of 8 days each.

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So I would spend that 8+4 or 8+8+8 back to back, but then would need a session to be able to gain and use more?

Nothing carries over past said session, whether or not it's used?

Does that unit grouping apply anywhere else on a chronicle, such as with gold?

4/5 ****

OP Guide wrote:
Sanctioned Pathfinder Adventures and Adventure Paths: These adventures often grant a single Chronicles with 12 or more XP. Characters should apply the XP (and the proportional rewards) in blocks of 4, so that characters may level between applications.

I wouldn't say "nothing" carries over mostly because I'm not entirely sure what you're asking, and super definitive statements like that tend to be false as part of their nature.

That said, there's no saving downtime, it's use it or lose it. You could be continuing to work on a crafting project, or partially through retraining a class feature, or maybe your chronicle sheet says you've been cursed by a mud faerie for stepping on their house and get -2 on any downtime checks you make in the next 24 days.

If you're asking about other effects, the Ongoing and Permanent Spell Section says:

OP Guide wrote:

Ongoing and Permanent Spells

All permanent or ongoing spell effects end at the end of the adventure, just after resolving negative conditions, with the exception of Continual Flame, and Secret Page. A character may carry over one of each of these spells to the next adventure. Record any ongoing spells along with equipment, along with the organized play number and Character ID of the caster, as well as the Level and DC of the spell. Spells replaced by subsequent castings, counteracted, or otherwise lost must be crossed off the record.

2/5 5/5 **

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You can see the abuses of banking downtime: each unit's value increases by your level, so a unit earned on your first level 1 scenario (0.05 gp) inflates if you hold it until level 5 (0.5 gp, 10-fold) or level 10 (2.5 gp, 50-fold).

Furthermore, if one could bank Downtime, a character could wait until level 6 to craft a half-price magic staff instantly with units of Downtime from a time when you never could have attempted that act of crafting.

I know it was clarified many times in the first year, but I don't know where to find the explicit statement.

4/5 ****

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I think it has already been made clear, but just in case it has not:

Spending downtime is part of the process applying a chronicle. You must complete spending the downtime before applying the next chronicle.

You cannot bank them to spend on later chronicles.

4/5 ****

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Ravingdork wrote:
So I would spend that 8+4 or 8+8+8 back to back, but then would need a session to be able to gain and use more?

Yes. Or more accurately, you would need to use it all before you entered your next session.

Note that for a field commission, in an AP, you would actually apply *6* downtime units: 8+4 | 8+4 | 8+4 (at each of the | you would apply 4 XP as well, and check to see it you had leveled up.)

Ravingdork wrote:
Nothing carries over past said session, whether or not it's used?

In general, that is correct, the only things that carry over are gold, XP, reputation, and things you have bought / used.

Ravingdork wrote:
Does that unit grouping apply anywhere else on a chronicle, such as with gold?

Are you asking if you lose unspent gold from treasure bundles? No, you keep all the gold you earn (at least until you spend it.) But you could not (for example) bank treasure bundles and wait to convert them to gold at a higher level.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Ravingdork wrote:
Silbeg wrote:
In fact, this would make no sense, because it would imply you could use them when you are at a higher level and thus having higher skill checks
If the Pathfinder Society does not permit the accrual of time off for its staff, it's any wonder the organization has any members at all. Perhaps that's why the Aspis Consortium was quite nearly able to destroy them. ;P

It is more a case of "Welcome back. Sorry, we don't have any missions leaving right now, we will send you a note when we do. By the way, since you are here now, would you mind teaching this class of newcomers?" (The 50% extra days that Field Commissions get come from the fact that they don't get asked to teach classes...)

Grand Archive 4/5 ****

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It is probably more useful to think of the Pathfinder Society less as an employer, and more as a league of explorers who trade tips and job leads with each other.

Scarab Sages 2/5 *** Venture-Lieutenant, Oregon—Portland

FLite wrote:
It is more a case of "Welcome back. Sorry, we don't have any missions leaving right now, we will send you a note when we do. By the way, since you are here now, would you mind teaching this class of newcomers?" (The 50% extra days that Field Commissions get come from the fact that they don't get asked to teach classes...)

Exactly. I'm not sure why it's hard to understand that downtime represents the amount of free time you have between adventures. It's not Society PTO, and it's not days you stick in some time vortex to use when you want.

Scarab Sages 2/5 *** Venture-Lieutenant, Oregon—Portland

Ravingdork wrote:
Does that unit grouping apply anywhere else on a chronicle, such as with gold?

It's not quite the same thing but for AP chronicles, you group your 12 XP and 30 treasure bundles in blocks of 4/10. So if you're only 4 XP from the next level, you'd earn 10 treasure bundles at your current level, and 20 at the next level.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
TomParker wrote:
Ravingdork wrote:
Does that unit grouping apply anywhere else on a chronicle, such as with gold?
It's not quite the same thing but for AP chronicles, you group your 12 XP and 30 treasure bundles in blocks of 4/10. So if you're only 4 XP from the next level, you'd earn 10 treasure bundles at your current level, and 20 at the next level.

Thanks. That was my interpretation as well.

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