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AoA Stronghold Rules v1.2 - 2023/08/10

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  1. watermark (
  2. Created by /u/RussischerZar aka. Montis
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  4. title (
  5. Stronghold Rules
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  13. head (
  14. # Stronghold Rules ((Stronghold Rules))
  15. These rules were specifically created for Citadel Altaerein from the Age of Ashes adventure path, but can be used for any other stronghold, keep, mansion or similar.
  16. -
  17. )
  18. #Ruling the Citadel ((+Ruling the Citadel))
  19. When the PCs claim Citadel Altaerein as their own, they can simply start living in the ruined castle, but until they repair the damage that years of neglect and monster raids have done to the structure, they won’t be able to enjoy any of the benefits detailed on the following pages or perform downtime activities like long-term rest or retraining.
  20. Work on the Citadel is organized into two categories: repairs and Facility building and upgrades. All repairs must be seen to before Facilities can be built, although some repairs already put Facilities in place. The PCs should also Administer their Stronghold each week.
  21. rules (
  22. ##Downtime Activities in the Citadel ((++Downtime Activities in the Citadel))
  23. To make the logistics of keeping track easier, the downtime in the Citadel is being tracked in weeks instead of days. Each week every party member has three Downtime Actions.
  24.  
  25. **Legend:**
  26. {{A}}- One-Action Downtime Activity
  27. {{AA}} - Two-Action Downtime Activity
  28. {{AAA}} - Three-Action Downtime Activity
  29. {{FA}} - Free-Action Downtime Activity
  30. )
  31.  
  32. #####Table: List of downtime activities
  33.  
  34. Action Cost | Activity
  35. :---: | ---
  36. {{A}} | Administer
  37. {{A}} | *Aiudara* Attunement Ritual
  38. {{AA}} to  {{AAA}} | Basic Repairs*
  39. {{A}} | Befriend a Local
  40. {{A}} | Build or Upgrade a Facility
  41. {{AA}} | [Earn Income](https://2e.aonprd.com/Skills.aspx?ID=2&General=true)
  42. {{FA}} | Hire Help
  43. {{A}} | Peruse the Citadel
  44. {{A}} | Prepare for a Mission
  45. {{A}} | [Retraining](https://2e.aonprd.com/Rules.aspx?ID=475)
  46. {{A}} to  {{AAA}} | Research Ancient Magic
  47. {{AA}} | Train the Bumblebrashers
  48. .* See each respective activity
  49.  
  50.  
  51. |
  52. ##Administration and Organizing ((++Administration and Organizing))
  53. To efficiently see to Citadel Altaerein’s repairs, upgrades, and general operation, the PCs will need to Administer at the start of each week. Not attempting to Administer the citadel results in an automatic critical failure.
  54.  
  55. item(
  56. #Administer {{A}} ((+++Administer))
  57. -
  58. ;Concentrate,Downtime,Linguistic
  59. You spend the day attending to administrative needs related to running Citadel Altaerein. The Administer activity can be used to undo poor public relations from the use of Deception or Intimidate in Breachill or other allied settlements, and it is also used to maintain relations with groups you make contact with over the course of the Age of Ashes campaign. Only one person can attempt to Administer (though others can Aid, as described in the Core Rulebook), and once the castle has been Administered, no one else can Administer until after the interval specified in the result.
  60. Administering requires a successful **Society check** with a **DC of Level of the Citadel +15** or **DC 20**, whichever is higher. For special actions later in the Campaign, this DC might be adjusted. You can pay a seneschal to attend to Citadel Altaerein’s administrative needs. As long as the seneschal is paid, the weekly requirement to Administer is automatically a success (but never a critical success). A paid seneschal can't perform any other task simultaneously.
  61. #
  62. > **Critical Success** You facilitate the prosperity of the citadel. The Citadel functions smoothly for 1 month. In addition, during this time anyone attempting a check related to repairing, rebuilding or upgrading Citadel Altaerein gains a +2 circumstance bonus to the check. Up to 4 groups of trained workers can be hired from Breachill for these tasks.
  63.  
  64. > **Success** You ensure Citadel Altaerein functions smoothly for the current week. During this time anyone attempting a check related to repairing, rebuilding or upgrading Citadel Altaerein gains a +1 circumstance bonus to the check. Up to 3 groups of trained workers can be hired from Breachill for these tasks.
  65. *Degrees of success continue on next page*
  66. )
  67.  
  68.  
  69.  
  70. =
  71.  
  72.  
  73. item(
  74. > **Failure** Your efforts result in Citadel Altaerein functioning on an acceptable level for the current week. Up to 2 groups of trained workers can be hired from Breachill for tasks relating to reparing and rebuilding the Citadel this week.
  75.  
  76. > **Critical Failure** You try to administer Citadel Altaerein; however complications arise, such as botched relations or flared tempers, and all costs (including Upkeep) are increased by 20% for the current week. Up to 2 groups of trained workers can be hired from Breachill for tasks relating to reparing and rebuilding the Citadel this week.
  77. )
  78. item(
  79. #Hire Help {{FA}} ((+++Hire Help))
  80. -
  81. ;Concentrate, Downtime, Linguistic
  82. You recruit workers and/or a craftsperson to aid in a repair or an upgrade at Citadel Altaerein. While the PCs can certainly take the lead on all downtime activities at Citadel Altaerein, they can also hire local experts and specialists to aid in both fulfilling requirements for activities or in actually performing the activities themselves. Note that when a downtime ability allows for a hired NPC specialist to run it, the results are always a success, but never a critical success.
  83. The costs for hiring is listed below. See also the Befriend a Local activity for potential discounts.
  84. Once an NPC is hired for a job, they cannot be hired for a different job that takes place at the same time.
  85.  
  86. Worker type | Cost per week  
  87. --- | ---:
  88. Untrained Workers | 2 GP* 
  89. Trained Workers** | 10 GP  
  90. Specialist or Foreperson | 5 GP or 20% of Facility cost**
  91. .* If the Bumblebrasher Goblins are residents of the Citadel, they provide a group of Untrained Workers without cost. See also the Train the Bumblebrashers activity.
  92. .** See the Administer activity for availability.
  93. .*** Whichever is higher; 20% of cost only applies activities to upgrade a Facility.
  94.  
  95.  
  96. Certain events can alter these costs temporarily or permanently.
  97. Each downtime activity states the requirements in workers. In case any checks would be made by hired personnel, the result is always a success, but never a critical success.
  98.  
  99. For upgrading activities the costs include the workforce, but not a Specialist or Foreperson.
  100. )
  101. |
  102. ##General Downtime Activities ((++General Downtime Activities))
  103.  
  104. Here you can find downtime activities that are generally available for every PC.
  105.  
  106.  
  107.  
  108.  
  109.  
  110. item(
  111. #Befriend a Local {{A}} ((+++Befriend a Local))
  112. -
  113. ;Concentrate,Downtime,Linguistic
  114. You spend some free time in the company of an NPC whose companionship you value in order to strengthen the bonds of your friendship with them. You can always roll a Diplomacy check, but you can instead attempt another skill check of your choice to engage that NPC in an area of expertise they might be interested in. For example, if you seek to befriend an herbalist, you could attempt a Medicine check or a Nature check. Longer interaction with an NPC, might give you insights to suggest other skill check options — for example, you might learn that the NPC has a deep appreciation of music, allowing you to attempt a Performance check to befriend them. If the skill you choose is not applicable, the outcome of your check is one degree of success worse.
  115. Regardless of the skill you choose, the **DC is 20**. An appropriate gift can give you a circumstance bonus to this check.
  116.  
  117. #
  118. > **Critical Success** You befriend the NPC, and that NPC particularly favors your company. If the NPC is a merchant, goods and services purchased from them are discounted by 10% rather than 5%. If the NPC is a Specialist or Foreperson, they will perform the tasks related to rebuilding or upgrading the Citadel with a 50% discount. If the NPC is neither a merchant, a specialist or a foreperson, there might be other benefits to their friendship (as determined by the GM). These benefits are permanent, as long as you don’t take actions that jeopardize this friendship (as determined by the GM). Once you have permanently gained an NPC’s favor in this way, the GM might decide the NPC helps you in other ways as well.
  119.  
  120. > **Success** As critical success, except the NPC’s favor lasts for a number of weeks equal to your Charisma modifier +1 (minimum of 2 weeks).
  121.  
  122. > **Failure** The NPC does not favor you.
  123.  
  124. > **Critical Failure** The NPC is offended or insulted by something you did. You no longer gain the effects of an ongoing success or critical success with that NPC, and the DC to use Befriend a Local with that NPC in the future increases by 5.
  125.  
  126. )
  127.  
  128.  
  129.  
  130. =
  131. item(
  132. # Earn Income {{AA}} ((+++Earn Income))
  133. -
  134. ;Downtime
  135. Earning income generally worksthe same as [in the core rules](https://2e.aonprd.com/Actions.aspx?ID=23). It is assumed that a character works a full week and therefore earns 7 daily incomes unless they abandon their job beforehand or roll a critical failure.
  136. )
  137.  
  138. item(
  139. # Research Ancient Magic  {{A}} to  {{AAA}} ((+++Research Ancient Magic))
  140. -
  141. ;Concentrate,Downtime,Secret
  142. As the magic from Alseta's Ring is quite ancient and wonderous, researching and identifying it takes more time than usual. Research of special locations and artifacts of the Age of Ashes campaign is done in increments of One-Action Downtime Activities. One relevant check can be made per Downtime Action spent. A character aiding in Research and Identification needs to spend the same amount of Downtime Actions, however they treat their own result as an automatic Critical Success, giving their ally a +2 circumstance bonus to the check (+3 if master, +4 if legendary). A helping NPC gets an automatic success, giving the PC a +1 circumstance bonus. These bonuses are cumulative for multiple helping allies, but are capped at a total of +5 per check. The DC is determined by the GM
  143. > **Critical Success** You successfully research and identify all there is to know about the item or location you are researching. You might even get some additional insight depending on what you are researching.
  144.  
  145. > **Success** As critical success, except without additional insight.
  146.  
  147. > **Failure** You don't make a breakthrough yet.
  148.  
  149. > **Critical Failure** A setback leaves you frustrated and you can't spend any more Downtime Actions this week on this activity.
  150.  
  151. )
  152. #####
  153. item(
  154. # Retraining {{A}} ((+++Earn Income))
  155. -
  156. ;Downtime
  157. Retraining generally works the same as [in the core rules](https://2e.aonprd.com/Rules.aspx?ID=475), however it can be performed alongside another downtime activity during any given week. Also keep in mind the house rule of one free retraining whenever you have a level-up.
  158. )
  159. |
  160. item(
  161. # Train the Bumblebrashers {{AA}} ((+++Train the Bumblebrashers))
  162. -
  163. ;Concentrate,Downtime,Linguistic
  164. **Prerequisites** Bumblebrashers have been saved without casualties and they are allowed to live in the Citadel for free
  165.  
  166. **Requirements** Expert in Crafting or the skill you want to train them in, or expert in martial weapons
  167. -
  168. If the Bumblebrashers are grateful for their successful rescue and are allowed to stay in the Citadel for free, they will volunteer to provide free workforce. At the beginning they count as untrained workers. However, you can instruct them them to become a trained workforce if you are at least Expert in Crafting. Alternatively you can teach them another skill, or instruct them in the proper use of weapons if you are at least expert in the respective skill or have expert proficiency in martial weapons. The Bumblebrashers are however not that smart and can only receive one such training at a time. If they already have received such a training, and you try to teach them something new, they will forget the previous training, effectively retraining what you taught them before.
  169. Training the Bumblebrashers takes 4 consecutive weeks of using this downtime activity and requires a **DC 20** check in the relevant skill or an attack roll against **AC 25** if you want to train them in weapons.
  170. > **Critical Success** The Bumblebrashers understand your instructions immediately and you make 2 weeks worth of progress of training them.
  171.  
  172. > **Success** The Bumblebrashers are slow to learn your techniques and you make 1 week worth of progress of training them.
  173.  
  174. > **Failure** The Bumblebrashers get distracted by something and your efforts to train them for this week are wasted.
  175.  
  176. > **Critical Failure** The Bumblebrashers get completely side-tracked and find something else to focus their attention on. Increase the amount of time to train them by 1 week, up until a maximum of 4 weeks.
  177. )
  178.  
  179. =
  180.  
  181. ##Basic Repair Activities ((++Basic Repair Activities))
  182. item(
  183. Before the PCs can get to the task of upgrading portions of Citadel Altaerein or even comfortably living in the fortress, they must complete the following basic repairs. The citadel must be completely Cleaned Up first, since no repairs can begin until this most basic of basic tasks is completed.
  184. Some repairs have more strict requirements than others. If a PC with the appropriate training or feat isn’t available to take part in the activities, an NPC must be hired from elsewhere to do the work.
  185. Each of these basic repair downtime activities (except Clean Up) requires a Crafting check.
  186.  
  187. > **Critical success** The task gets completed efficiently, saving 50% of labor cost if the task would require only one week to complete. If the task would take multiple weeks, you instead complete two weeks worth of repairs in one.
  188.  
  189. > **Success** The task gets completed smoothly.
  190.  
  191. > **Failure** There are some minor complications which increase the cost of labor by 20%.
  192.  
  193. > **Critical Failure** There are major complications and a week's worth of labor is wasted.
  194.  
  195. If more than one week is needed for a task, multiple weeks worth of labor can be performed simultaneously, requiring a respective amount of forepersons, workers and supplies per week.
  196. )
  197. #####
  198. item(
  199. #Clean up the Citadel {{AAA}} ((+++Clean up the Citadel))
  200. -
  201. ;Downtime, Manipulate
  202. **Requirements:**
  203. **Foreperson** Untrained
  204. **Workers** Untrained
  205. **Time** 2 weeks
  206. **Supplies** None
  207. -
  208. You spend the week cleaning – hauling out broken furniture, disposing of detritus, and making rooms clear enough to begin repairs. Citadel Altaerein requires this task to be completed before any other basic repair or upgrade activities can begin.
  209. Cleaning does not require a Crafting check, nor does it cost gold, except for potential labor costs.
  210. )
  211. |
  212. item(
  213. #Clear Courtyard {{AA}} ((+++Clear Courtyard))
  214. -
  215. ;Downtime, Manipulate
  216. **Requirements:**
  217. **Foreperson** Trained in Crafting / Stonemason
  218. **Workers** Trained
  219. **Time** 1 week
  220. **Supplies** 6 GP
  221. **Check** Crafting DC 17 (DC 15 if stonemasonry spec.)
  222. -
  223. You work to repair the collapsed northern wall, drain and fill in the flooded sunken area, and clear out weeds.
  224. )
  225. #####
  226. item(
  227. #Make General Repairs {{AA}} ((+++Make General Repairs))
  228. -
  229. ;Downtime, Manipulate
  230. **Requirements:**
  231. **Foreperson** Trained in Crafting / Woodworker
  232. **Workers** Trained
  233. **Time** 2 weeks
  234. **Supplies** 14 GP (7 GP per week)
  235. **Crafting Check** DC 17 (DC 15 if woodworking spec.)
  236. -
  237. You make general repairs to the citadel furnishings, replacing or fixing furniture, replacing rotted floorboards, and rehanging doors throughout the structure.
  238. )
  239. #####
  240. item(
  241. #Rebuild Collapsed Stairs {{AA}} ((+++Rebuild Collapsed Stairs))
  242. -
  243. ;Downtime, Manipulate
  244.  
  245. **Requirements:**
  246. **Foreperson** Expert in Crafting / Stonemason
  247. **Workers** Trained
  248. **Time** 2 weeks
  249. **Supplies** 16 GP (8 GP per week)
  250. **Crafting Check** DC 22 (DC 20 if stonemasonry spec.)
  251. -
  252. You work to clear rubble and rebuild the stairs connecting the battlements, the citadel floors as well as fortifying the long flight of stairs down to Alseta's Ring.
  253. )
  254.  
  255. =
  256. item(
  257. #Repair Crumbled Walls {{AA}} ((+++Repair Crumbled Walls))
  258. -
  259. ;Downtime, Manipulate
  260. **Requirements:**
  261. **Foreperson** Expert in Crafting / Stonemason
  262. **Workers** Trained
  263. **Time** 3 weeks
  264. **Supplies** 24 GP (8 GP per week)
  265. **Crafting Check** DC 22 (DC 20 if stonemasonry spec.)
  266. -
  267. You work to repair a collapsed wall in either the training hall (area **A8**), the Court of the Nail (area **A13**), or the records room (area **A17**). Each room’s repair takes 1 week of work and 8 GP of supplies.
  268. )
  269. #####
  270. item(
  271. #Rebuild Battlements {{AA}} ((+++Rebuild Battlements))
  272. -
  273. ;Downtime, Manipulate
  274. **Requirements:**
  275. **Foreperson** Expert in Crafting / Stonemason
  276. **Workers** Trained
  277. **Time** 2 weeks
  278. **Supplies** 30 GP (15 GP per week)
  279. **Crafting Check** DC 22 (DC 20 if stonemasonry spec.)
  280. -
  281. You rebuild and restore the collapsed battlements along the northern section of the central tower.
  282. )
  283. #####
  284. ##Stronghold Upkeep ((++Stronghold Upkeep))
  285. As the Citadel grows in size and complexity, it is necessary to pay for its upkeep, which includes maintenance and staff salary. A sufficiently upgraded Trading Post Facility will fully cover the upkeep costs depending on the Citadel level. See the following table for details.
  286.  
  287. ##### Table: Upkeep Costs ((+++Table: Upkeep Costs))
  288. Citadel Level | Upkeep Cost Per Week | Trading Post Cost Coverage
  289. :---: | :---: | :---:
  290. 1-4 | None | -
  291. 5-8 | 10 GP × Level | Tier 1
  292. 9-12 | 20 GP × Level | Tier 2
  293. 13-16 | 30 GP × Level | Tier 3
  294. 17-20 | 40 GP × Level | Tier 4
  295.  
  296. #####
  297. ##Building and Upgrading Activities ((++Basic Repair Activities))
  298. Once the PCs have repaired and restored the Citadel, they can build and upgrade Facilities in order to enhance their Citadel.
  299. Every Facility has a current and a maximum tier. A newly built facility is tier of 1 and some rooms are already present after the Citadel has been repaired.
  300.  
  301. |
  302.  
  303. Every upgrade raises the Facility's tier by one, however subsequent upgrades require more or better resources and are generally more difficult to perform.
  304. If a Facility has an associated skill, the foreperson that is in charge of building, setting up or upgrading the room has to make a check on that skill. You can find the DCs for this, as well as the supply costs, the amount of weeks that are necessary to build or upgrade a facility, and the required proficiency rank of the foreperson in the table below. Note that some facilities override these values.
  305.  
  306. ##### Table: Building and Upgrading Facilities ((+++Table: Building and upgrading Facilities))
  307.  
  308. Facility Tier | Skill DC | Cost | Weeks | Req. Proficiency
  309. :---: | :---: | :---: | :---: | :---:
  310. 1 | 20 | 20 GP | 1 | Trained
  311. 2 | 25 | 50 GP | 1 | Expert
  312. 3 | 30 | 150 GP | 2 | Expert
  313. 4 | 35 | 300 GP | 2 | Master
  314.  
  315. #####
  316. item(
  317. #Build or Upgrade a Facility {{AA}} ((+++Build or Upgrade a Facility))
  318. -
  319. ;Downtime, Manipulate
  320. **Prerequisite** The Stronghold is completely repaired
  321. -
  322. You build, set up or upgrade a facility. If the chosen Facility has an as associated skill, the foreperson is required to make a check using that skill. If the associated skill usually uses an ability other than Intelligence or Wisdom, use the higher of Wisdom or Intelligence for this check instead. If there is no associated skill, use Crafting.
  323. If a task takes multiple weeks to accomplish, divide the total cost by the amount of weeks and spend that much per week.
  324.  
  325. > **Critical Success** The task gets completed very efficiently, saving 20% of costs. If another week remains on the task, you complete that work as well and also save 20% of costs.
  326.  
  327. > **Success** The task gets worked on smoothly.
  328.  
  329. > **Failure** There are some minor complications which increase the cost of supplies for this week by 20%.
  330.  
  331. > **Critical Failure** There are major complications and a week's worth of labor as well as supplies worth 50% of what would've been used during that week are wasted.
  332. ##
  333. As opposed to repairing the Citadel, if building or upgrading a Facility requires multiple weeks to complete, these weeks can't be performed simultaneously.
  334. )
  335.  
  336. =
  337.  
  338. ##### Table: Hired Help & Forepersons ((+++Table: Hired Help & Forepersons))
  339. Specialty | Skills | NPC Name | Source
  340. --- | --- | --- | ---
  341. Animal Keeper | Nature, Survival | Helba Bumblebrasher (goblin chieftain) | Book 1, pg. 28
  342. Artisan | Crafting, Medicine | Renali (anadi explorer) | Book 1, pg. 78
  343. Artisan | Crafting, Religion | Tarindlara Vallindel (elf cleric of Shelyn) | Book 1, pg. 69
  344. Artisan | Crafting, Diplomacy | Winthrop Finney (human tailor) | Book 1, pg. 67
  345. Bookmaker | Arcana, Society | Jorell Blacktusk (half-orc librarian) | Book 1, pg. 67
  346. Drill instructor | Acrobatics, Athletics | Alak Stagram (human Hellknight armiger) | Book 1, pg. 19
  347. Entertainer | Performance, Religion | Brynne Taithe (human cleric of Cayden Cailean) | Book 1, pg. 67
  348. Medic | Medicine, Religion | Kellen Carondil (elf cleric of Desna) | Book 1, pg. 68
  349. Merchant | Deception, Thievery | Crink Twiddleton (halfling merchant) | Book 1, pg. 68
  350. Mortitian | Deception, Occultism | Morta Valaskin (human mortician) | Book 1, pg. 68
  351. Seneschal | Diplomacy, Society | Warbal Bumblebrasher (goblin diplomat) | Book 1, pg. 82
  352. Stonemason | Crafting | Amera Lang (human stonemason) | Book 1, pg. 68
  353. Stonemason | Crafting | Rorsk Axebain (dwarf stonemason) | Book 1, pg. 69
  354. Woodworker | Crafting | Fadelby Vusker (human wainwright) | Book 1, pg. 69
  355. Woodworker | Crafting | Xandel Rynearsohn (human carpenter) | Book 1, pg. 67
  356.  
  357. ##### Table: Stronghold Facilities ((+++Table: Stronghold Facilities))
  358. Facility | Skill | Lores | General Feat | Starting Tier | Max. Tier | Special
  359. --- | --- | --- | --- | :---: | :---: | :---:
  360. Training Grounds | N/A | N/A | N/A | 1 | 1 | Yes
  361. └ Obstacle Course | Acrobatics | Gladiatorial | Fleet | 0 | 4 | No
  362. └ Workout Area | Athletics | Labor | Shield Block | 0 | 4 | No
  363. Library | Society | Academia, Desert, Legal, Library, Scribing | Untrained Improvisation | 1 | 4 | Yes
  364. └ Arcane Labratory | Arcana | Dragon | Incredible Initiative | 0 | 4 | Yes
  365. └ Chapel | Religion | Dahak, other deities the Facility is devoted to | Canny Acumen | 0 | 4 | Yes
  366. └ Gardens | Nature | Jungle | Diehard | 0 | 4 | Yes
  367. └ Occult Research Room | Occultism | Darklands | Breath Control | 0 | 4 | Yes
  368. Workshop | Crafting | Engineering | Armor Proficiency or [Armor Expertise](https://scribe.pf2.tools/v/hd8JWVxd)* | 0 | 4 | No
  369. └ Alchemy Lab | N/A | N/A | N/A | 0 | 1 | Yes
  370. └ Smithy | N/A | N/A | N/A | 0 | 1 | Yes
  371. └ Tinkerer's Bench** | N/A | N/A | N/A | 0 | 1 | Yes
  372. Social Club | Deception | Breachill, Politics | Keen Follower | 0 | 4 | No
  373. Guest Rooms | Diplomacy | Dwarf, Elf, Gnome, Goblin, or Halfling | Adopted Ancestry | 0 | 4 | No
  374. Jail | Intimidation | Underworld | Toughness | 1 | 4 | No
  375. Medical Ward | Medicine | Surgery | Fast Recovery | 0 | 4 | Yes
  376. Theatre | Performance | Theatre | Hireling Manager | 0 | 4 | No
  377. Hallways | Stealth | Architecture | Feather Step | 1 | 4 | No
  378. Stables and Kennel | Survival | Stabling | Ride | 0 | 4 | No
  379. Vault | Thievery | Accounting | Thorough Search | 1 | 4 | No
  380. Armory & Defenses | N/A | Warfare | Weapon Proficiency | 1 | 3 | Yes
  381. Hero Accommodation | N/A | Art | Incredible Investiture | 1 | 3 | No
  382. Kitchen & Pantry | N/A | Cooking | Supertaster | 1 | 3 | Yes
  383. Trading Post | N/A | Kintargo, Mercantile | Prescient Planner | 0 | 4 | No
  384. .*For Armor Expertise see page 2 in the linked document. **The Tinkerer's Bench requires an Inventor in the party.
  385.  
  386. =
  387.  
  388. ##Stronghold Facilities ((++Stronghold Facilities))
  389. Citadel Altarein has a lot of space for different Facilities and they can improve the life of an adventurer or hero immensely. Some Facilities are dependant or part of others, while some others like the Trading Post might be built completely separate from the Citadel. See the table Stronghold Facilities for an overview, and the descriptions below for details on each Facility.
  390. If a Facility is dependant on another Facility, the other Facility must be built first in order to build the dependant Facility.
  391. Starting tiers denotes at which tier the Facility starts out all basic repairs have been completed. This can be either tier 0 which means the Facility is either not set up or non-existant, or tier 1 which gives basic functions to the Facility.
  392. #####
  393. item(
  394. #Alchemy Lab ((+++Alchemy Lab))
  395. -
  396.  
  397. **Depends on** Workshop
  398.  
  399. **Starting Tier** 0; **Maximum Tier** 1
  400. -
  401. You expand the workshop and set up an area for alchemical crafting and experimentation.
  402. **Special** The Alchemy Lab is eligible for a special upgrade.
  403. )
  404. #####
  405. item(
  406. #Arcane Laboratory ((+++Arcane Laboratory))
  407. -
  408.  
  409. **Associated Skill** Arcana
  410.  
  411. **Depends on** Library
  412.  
  413. **Starting Tier** 0; **Maximum Tier** 4
  414.  
  415. **Unlocks:**
  416. **General Feat** Incredible Initiative
  417. **Lore** Dragon
  418. -
  419. You set up a laboratory for arcane research and experimentation.
  420. **Special** The Arcane Laboratory can't be upgraded higher than the Library. It is however eligible for a special upgrade.
  421. )
  422. #####
  423. item(
  424. #Armory & Defenses ((+++Armory & Defenses))
  425. -
  426. **Starting Tier** 1; **Maximum Tier** 3
  427.  
  428. **Unlocks:**
  429. **General Feat** Weapon Training
  430. **Lore** Warfare
  431. -
  432. You upgrade your defenses to be able to withstand stronger attacks.
  433. **Special** The Armory & Defenses are eligible for a special upgrade.
  434. )
  435. |
  436. item(
  437. #Chapel ((+++Chapel))
  438. -
  439.  
  440. **Associated Skill** Religion
  441.  
  442. **Depends on** Library
  443.  
  444. **Starting Tier** 0; **Maximum Tier** 4
  445.  
  446. **Unlocks:**
  447. **General Feat** Canny Acumen
  448. **Lore** Dahak, any deity the Chapel is devoted to
  449. -
  450. You set up a room for prayer, meditation and quiet contemplation.
  451. **Special** The Chapel can't be upgraded higher than the Library. It is however eligible for a special upgrade.
  452. )
  453. #####
  454. item(
  455. #Gardens ((+++Gardens))
  456. -
  457. **Associated Skill** Nature
  458.  
  459. **Depends on** Library
  460.  
  461. **Starting Tier** 0; **Maximum Tier** 4
  462.  
  463. **Unlocks:**
  464. **General Feat** Diehard
  465. **Lore** Jungle
  466. -
  467. You establish a tranquil place of pure nature.
  468. **Special** The Gardens can't be upgraded higher than the Library. They are however eligible for a special upgrade.
  469. )
  470. #####
  471. item(
  472. #Guest Rooms ((+++Guest Rooms))
  473. -
  474. **Associated Skill** Diplomacy
  475.  
  476. **Starting Tier** 0; **Maximum Tier** 4
  477.  
  478. **Unlocks:**
  479. **General Feat** Adopted Ancestry
  480. **Lores** Dwarf, Elf, Gnome, Goblin, or Halfling
  481. -
  482. You set up nice and cozy accommodations for your guests.
  483. )
  484. #####
  485. item(
  486. #Hallways ((+++Hallways))
  487. -
  488. **Associated Skill** Stealth
  489.  
  490. **Starting Tier** 1; **Maximum Tier** 4
  491.  
  492. **Unlocks:**
  493. **General Feat** Feather Step
  494. **Lore** Architecture
  495. -
  496. You improve the Hallways with nice looking art and potentially install some secret passages or traps against intruders.
  497. )
  498.  
  499. =
  500.  
  501.  
  502. item(
  503. #Hero Accomodation ((+++Hero Accomodation))
  504. -
  505. **Starting Tier** 1; **Maximum Tier** 3
  506.  
  507. **Unlocks:**
  508. **General Feat** Incredible Investiture
  509. **Lore** Art
  510. -
  511. You upgrade your bedrooms to be more comfortable and luxurious, and increase their usability.
  512. )
  513. #####
  514. item(
  515. #Jail ((+++Jail))
  516. -
  517. **Associated Skill** Intimidation
  518.  
  519. **Starting Tier** 1; **Maximum Tier** 4
  520.  
  521. **Unlocks:**
  522. **General Feat** Toughness
  523. **Lore** Underworld
  524. -
  525. You upgrade the Jail to hold more dangerous prisoners.
  526. )
  527. ######
  528. item(
  529. #Kitchen & Pantry ((+++Kitchen & Pantry))
  530. -
  531. **Starting Tier** 1; **Maximum Tier** 3
  532.  
  533. **Unlocks:**
  534. **General Feat** Supertaster
  535. **Lore** Cooking
  536. -
  537. You upgrade the Kitchen & Pantry to be able to cook better food for more people.
  538. **Special** The Kitchen & Pantry are eligible for a special upgrade.
  539. )
  540. ######
  541. item(
  542. #Library ((+++Library))
  543. -
  544. **Associated Skill** Society
  545.  
  546. **Starting Tier** 1; **Maximum Tier** 4
  547.  
  548. **Unlocks:**
  549. **General Feat** Untrained Improvisation
  550. **Lores** Academia, Desert, Legal, Library, Scribing
  551. -
  552. You upgrade your Library and make it more accessible whilst also adding interesting or missing volumes.
  553. **Special** The Arcane Laboratory, Gardens, Temple or Shrine, and Occult Research Room can't be upgraded higher than the Library. The Library is also eligible for a special upgrade.
  554. )
  555. ######
  556. item(
  557. #Medical Ward ((+++Medical Ward))
  558. -
  559. **Associated Skill** Medicine
  560.  
  561. **Starting Tier** 0; **Maximum Tier** 4
  562.  
  563. **Unlocks:**
  564. **General Feat** Fast Recovery
  565. **Lore** Surgery
  566. -
  567. You set up an area to heal the wounded and sick.
  568. **Special** The Medical Ward is eligible for a special upgrade.
  569. )
  570. |
  571. item(
  572. #Obstacle Course ((+++Obstacle Course))
  573. -
  574. **Associated Skill** Acrobatics
  575.  
  576. **Depends on** Training Grounds
  577.  
  578. **Starting Tier** 0; **Maximum Tier** 4
  579.  
  580. **Unlocks:**
  581. **General Feat** Fleet
  582. **Lore** Gladiatorial
  583. -
  584. You set up an Obstacle Course in the Training Grounds.
  585. )
  586. ######
  587. item(
  588. #Occult Research Room ((+++Occult Research Room))
  589. -
  590.  
  591. **Associated Skill** Occultism
  592.  
  593. **Depends on** Library
  594.  
  595. **Starting Tier** 0; **Maximum Tier** 4
  596.  
  597. **Unlocks:**
  598. **General Feat** Breath Control
  599. **Lore** Darklands
  600. -
  601. You set up a room for occult research and experimentation.
  602. **Special** The Occult Research Room is eligible for a special upgrade.
  603. )
  604. #####
  605. item(
  606. #Smithy ((+++Smithy))
  607. -
  608.  
  609. **Depends on** Workshop
  610.  
  611. **Starting Tier** 0; **Maximum Tier** 1
  612. -
  613. You expand the workshop and set up an area for blacksmithing.
  614. **Special** The Smithy is eligible for a special upgrade.
  615. )
  616. #####
  617. item(
  618. #Social Club ((+++Social Club))
  619. -
  620. **Associated Skill** Deception
  621.  
  622. **Starting Tier** 0; **Maximum Tier** 4
  623.  
  624. **Unlocks:**
  625. **General Feat** Keen Follower
  626. **Lores** Breachill, Politics
  627. -
  628. You set up a room to occasionally welcome Breachill's high society.
  629. )
  630. #####
  631. item(
  632. #Stables & Kennels ((+++Stables & Kennels))
  633. -
  634. **Associated Skill** Survival
  635.  
  636. **Starting Tier** 0; **Maximum Tier** 4
  637.  
  638. **Unlocks:**
  639. **General Feat** Ride
  640. **Lores** Stabling
  641. -
  642. You build Stables and Kennels to keep various animals.
  643. )
  644. =
  645. item(
  646. #Tinkerer's Bench((+++Tinkerer's Bench))
  647. -
  648. ;Uncommon
  649. **Depends on** Workshop
  650.  
  651. **Requires** Inventor Foreperson
  652.  
  653. **Starting Tier** 0; **Maximum Tier** 1
  654. -
  655. You expand the workshop and set up an area to tinker with gadgets.
  656. **Special** The Tinkerer's Bench is eligible for a special upgrade.
  657. )
  658. #####
  659. item(
  660. #Trading Post ((+++Trading Post))
  661. -
  662. **Starting Tier** 0; **Maximum Tier** 4
  663.  
  664. **Unlocks:**
  665. **General Feat** Prescient Planner
  666. **Lores** Kintargo, Mercantile
  667. -
  668. You set up a trading post or a store, possibly in Breachill itself. Building or upgrading a Trading Post always requires 2 weeks of work. The Trading Post generates enough income at all tiers to pay for its own upkeep and staff. In addition, the Trading Post can make items more accessible to the PCs by procuring them from higher level cities. This usually takes somewhere between 1 and 4 weeks. If the level of a procured item is below the level of the Citadel, the discount on it is 10%. Otherwise the usual Hero discount of 5% applies.
  669. #
  670. **Tier 1** — **Weeks** 2; **Cost** 500 GP (250 GP per week)
  671. A tier 1 Trading Post pays the upkeep for a Stronghold of up to level 8 and can procure common items of up to level 9. In addition, PCs can sell items for 55% of their original value.
  672.  
  673. **Tier 2** — **Weeks** 2; **Cost** 1500 GP (750 GP per week)
  674. A tier 2 Trading Post pays the upkeep for a Stronghold of up to level 12 and can procure common items of up to level 13. In addition, PCs can sell items for 60% of their original value.
  675.  
  676. **Tier 3** — **Weeks** 2; **Cost** 4500 GP (2250 GP per week)
  677. A tier 3 Trading Post pays the upkeep for a Stronghold of up to level 16 and can procure common items of up to level 16. In addition, PCs can sell items for 70% of their original value.
  678.  
  679. **Tier 4** — **Weeks** 2; **Cost** 13000 GP (6500 GP per week)
  680. A tier 4 Trading Post pays the upkeep for a Stronghold of up to level 20 and can procure common items of up to level 19. In addition, PCs can sell items for 80% of their original value.
  681. )
  682. |
  683. item(
  684. #Training Grounds ((+++Training Grounds))
  685. -
  686. **Starting Tier** 1; **Maximum Tier** 1
  687.  
  688. **Cost** None; **Weeks** None
  689. -
  690. You designate an area to exercise and train. This is immediate and costs nothing.
  691. **Special** The Obstacle Course and Workout Area are part of the Training Grounds and must be built into them. The Training Grounds are eligible for a special upgrade.
  692. )
  693. #####
  694. item(
  695. #Theatre ((+++Theatre))
  696. -
  697. **Associated Skill** Performance
  698.  
  699. **Starting Tier** 0; **Maximum Tier** 4
  700.  
  701. **Unlocks:**
  702. **General Feat** Hireling Manager
  703. **Lore** Theatre
  704. -
  705. You build a Theatre, including an audience area and a stage for performances.
  706. )
  707. #####
  708. item(
  709. #Vault ((+++Vault))
  710. -
  711. **Associated Skill** Thievery
  712.  
  713. **Starting Tier** 1; **Maximum Tier** 4
  714.  
  715. **Unlocks:**
  716. **General Feat** Thorough Search
  717. **Lore** Accounting
  718. -
  719. You upgrade the vault rooms for better security and storage capabilities.
  720. )
  721. #####
  722. item(
  723. #Workout Area ((+++Workout Area))
  724. -
  725. **Associated Skill** Athletics
  726.  
  727. **Starting Tier** 0; **Maximum Tier** 4
  728.  
  729. **Unlocks:**
  730. **General Feat** Shield Block
  731. **Lore** Labor
  732. -
  733. You set up an area inside the Training Grounds for weightlifting and other strength exercises.
  734. )
  735. #####
  736. item(
  737. #Workshop ((+++Workshop))
  738. -
  739. **Associated Skill** Crafting
  740.  
  741. **Starting Tier** 0; **Maximum Tier** 4
  742.  
  743. **Unlocks:**
  744. **General Feat** Armor Proficiency / [Armor Expertise](https://scribe.pf2.tools/v/hd8JWVxd) (see pg.2)
  745. **Lore** Engineering
  746. -
  747. You build a room for crafting.
  748. **Special** The Alchemy Lab and Smithy are part of the Workshop and must be built into or adjacent to it.
  749. )
  750.  
  751.  
  752. =
  753. ##Stronghold Levels and Bonuses ((++Stronghold Levels and Bonuses))
  754.  
  755. Citadel Altaerein grows more powerful and provides more and better bonuses when facilities are being built and upgraded. Combine the tiers of all existing facilities and divide them by 4, rounded down. The result is the current level of the Citadel, unless the result is higher than 20, in which case count it as 20.
  756. With rising levels, the Citadel provides increased bonuses, listed below. It is possible that the Citadel reaches a higher level than the PCs, at which point the characters only unlock the Character Bonus once the PCs also reach that level; however the bonus is received immediately in that case, even if the PCs are far away from the Citadel.
  757. In order to receive the Stronghold Bonus, the characters must spend some amount of downtime in the Citadel, as explained the Prepare for a Mission downtime activity. This is not restricted by character level.
  758.  
  759. ##### Table: Citadel Bonuses ((+++Table: Citadel Bonuses))
  760. Level | Character Bonus | Stronghold Bonus
  761. --- | --- | ---
  762. 1 | Skill Training | -
  763. 2 | Lore Research | Assistive Resources
  764. 3 | Skill Feat (max Trained) | Mission Training (+1)
  765. 4 | Skill Increase (max Expert) | -
  766. 5 | General Feat | -
  767. 6 | Skill Increase (max Expert) | -
  768. 7 | Skill Feat (max Trained) | -
  769. 8 | Lore Research | Assured Assistive Resources
  770. 9 | Skill Feat (max Expert) | -
  771. 10 | Skill Increase (max Expert) | -
  772. 11 | Skill Feat (max Expert) | Mission Training (+2)
  773. 12 | Skill Increase (max Master) | -
  774. 13 | General Feat | -
  775. 14 | Skill Increase (max Master) | -
  776. 15 | - | Special Mission Training
  777. 16 | Lore Research | -
  778. 17 | Skill Feat (max Master) | -
  779. 18 | Skill Increase (max Legendary) | Mission Training (+3)
  780. 19 | Skill Feat (Legendary) | -
  781. 20 | *Special* | -
  782.  
  783.  
  784. |
  785.  
  786. ###Character Bonuses ((+++Table: Character Bonuses))
  787. Characters can gain the following bonuses simply by living in the Stronghold for a prolonged time. Bonuses granted can be retrained to a different eligible choice with similar rules to retrain any other character choices; however any downtime spent on retraining must happen inside the Stronghold.
  788.  
  789. item(
  790. #Skill Training ((+++Skill Training))
  791. ## 1st
  792. -
  793. Easy access to such vast facilities give you an easier time expanding your skills. You gain a Skill Training.
  794. )
  795. #####
  796. item(
  797. #Lore Research ((+++Lore Research))
  798. ## 2nd
  799. -
  800. Going through the Libraries of the Citadel you discover some Lore that holds your interest. You gain two Skill Increases that you can only use to gain training or increases in a Lore skill unlocked by one of the Citadel's built Facilities.
  801.  
  802. At 8th level you gain two more Skill Increases that can be used in the same manner.
  803. At 16th level you gain two more Skill Increases that can be used in the same manner.
  804. )
  805. #####
  806. item(
  807. #Skill Feat ((+++Skill Feat))
  808. ## 3rd
  809. -
  810. You uncover interesting techniques. You gain a skill feat that requires the trained rank in a skill that is associated with one of your built facilities.
  811.  
  812. At 7th level you gain another Skill Feat in this way; at 9th and 11th level you gain a Skill Feat that requires an expert or trained rank in a skill that is associated with one of your built facilities; if you choose one that requires expert rank, the Facility associated with the skill must be at least tier 2; at 17th level you gain a Skill Feat that requires master or lower rank in a skill that is associated with one of your built facilities; if you choose one that requires master rank, the associated Facility must be at least tier 3; at 19th level you gain a Skill Feat that requires legendary or lower rank in a skill that is associated with one of your built facilities; if you choose one that requires legendary rank, the associated Facility must be tier 4.
  813. For any of these skill feats, you can select a variable skill feat, such as Automatic Knowledge or Assurance, as long as you do so for an associated skill.
  814. )
  815.  
  816. =
  817. item(
  818. #Skill Increase ((+++Skill Training))
  819. ## 4th
  820. -
  821. You have grown quite accustomed to the various resources of Citadel Altaerein. You gain a Skill Increase up to a maximum of expert in one of the skills associated with your built Facilities; to raise a skill to expert in this way, the associated facility needs to be at least tier 2.
  822.  
  823. At 6th and 10th level you gain another Skill Increase in the same manner. At 12th and 14th level you gain a Skill Increase up to a maximum of master; to raise a skill to master in this way, the Facility associated with the skill needs to be at least tier 3. At 18th you gain a Skill Increase up to a maximum of legendary; to raise a skill to legendary in this way, the Facility associated with the skill needs to be tier 4.
  824. )
  825.  
  826. item(
  827. #General Feat ((+++General Feat))
  828. ## 5th
  829. -
  830. You gain a General Feat that is associated with any of your Facilities that are tier 2 or above.
  831.  
  832. At 13th level you gain another General Feat in the same manner.
  833. )
  834.  
  835.  
  836. ###Stronghold Bonuses ((+++Stronghold Bonuses))
  837.  
  838. item(
  839. #Assistive Resources ((+++Research Assist))
  840. ## 2nd
  841. -
  842. PCs can use the Citadel's facilities to aid in their research. When making checks inside a Facility, the Facility grants a +1 circumstance bonus to its associated lore and skills. This can stack with the bonus from another PC aiding. The bonus increases to +2 if the Facility is Tier 3 or 4.
  843. #
  844. If the Citadel is at least level 8 and you roll a critical failure on any of these checks, you get a failure instead.
  845. )
  846.  
  847. item(
  848. #Mission Training ((+++Mission Training))
  849. ## 3rd
  850. -
  851. Once Citadel Altaerein has reached level 3, PCs can perform the Prepare for a Mission activity. This gives them a +1 item bonus to a Skill that is associated with one of the built Facilities. This lasts for duration of the next excursion from the Citadel or until the character Prepares for a Mission again.
  852. #
  853. If the Citadel is at least level 11 the item bonus to the skill is increased to +2. The Facility associated with the skill needs to be at least tier 2 to benefit from this increase. If the Citadel is at least level 18 and the associated Facility is tier 4 the item bonus is increased to +3.
  854. )
  855. #####
  856.  
  857.  
  858. |
  859. item(
  860. #Special Mission Training ((+++Special Mission Training))
  861. ## 15th
  862. -
  863. The special energies coursing through Citadel Altaerein allow you to create your own luck if you have to. When you Prepare for a Mission choose a skill associated to a Facility that is at least tier 3. Once per day you can reroll a skill check with that skill and take the new result. This is a fortune effect.
  864. )
  865. ###Downtime in the Citadel ((+++Downtime in the Citadel))
  866. The various Facilities of the Citadel allow you to more effectively train and educate yourself and help you prepare before venturing forth into adventure. You gain access to the Peruse the Citadel and Prepare for a Mission downtime activities.
  867. item(
  868. #Peruse the Citadel {{A}} ((++++Peruse the Citadel))
  869. -
  870. ;Concentrate, Downtime, Manipulate
  871. **Prerequisites** Stronghold is fully repaired
  872. -
  873. You spend some time perusing the Citadel's resources. You gain access to all currently unlocked Character Bonuses. If the Citadel has a higher level than you, you gain the respective bonuses as soon as you level up even if you are away from the Citadel up to a level where you last Perused the Citadel.
  874. )
  875. item(
  876. #Prepare for a Mission {{A}} ((++++Prepare for a Mission))
  877. -
  878. ;Concentrate, Downtime, Manipulate
  879. **Prerequisites** Stronghold level 3
  880. -
  881. You take some time to gather supplies and mentally and physically prepare yourself for an excursion. Select a Facility that has an associated Skill. You gain its Mission Training benefit during your next excursion and until you return to the Stronghold, or Prepare for a Mission again. If the Special Mission Training is unlocked you gain its benefits in the same manner and with the same duration. The skills selected for Mission Training and Special Mission do not have to be the same.
  882. )
  883.  
  884. =
  885.  
  886. ##The *Aiudara* Keys ((++The Aiudara Keys))
  887.  
  888. After examining the keys to the *Aiudara* closely, you have detected a strong latent magic that, combined with the proximity to Alseta's Ring and a specific ritual can be used to enhance many of the rooms in the Citadel.
  889. A Facility stays attuned even when the respective key is removed for a longer period of time, however the benefit from the attunement is temporarily suppressed until the key is returned to the Facility.
  890.  
  891. item(
  892. #*Aiudara* Key Attunement {{A}}
  893. ## Ritual 2
  894. -
  895. ;Uncommon,Transmutation
  896. **Cast** 1 day; **Cost** 50 GP in gems; **Secondary Casters** 1;
  897.  
  898. **Primary Check** Arcana (expert)
  899.  
  900. **Secondary Check** Crafting
  901.  
  902. **Range** 10 feet; **Target** 1 Facility, 1 *Aiudara* key
  903. -
  904. You attune one of the *Aiudara* keys with a Facility in Citadel Alterein. An attuned Facility can produce Wonderous Consumables. Not all Facilities are valid targets (see the **Special** entries of the qualifying Facilities, and **Table: Wonderous Consumables**). If you try to perform the ritual on an invalid target, or don't heighten the ritual sufficiently when trying to attune additional keys, the ritual immediately results in a failure.
  905. You can also re-attune an already attuned key with a different Facility by performing the ritual again; this will un-attune the previously attuned Facility. If multiple keys are currently attuned, treat the key that is to be re-attuned as a new key and heighten according to the amount of other attuned keys.
  906. #
  907. **Critical Success** You successfully attune the key to the Facility and retain 50% of the material cost.
  908.  
  909. **Success** You successfully attune the key to the Facility.
  910.  
  911. **Failure** You fail to attune the key to the Facility but retain all material cost.
  912.  
  913. **Critical Failure** You fail to attune the key to the Facility and waste 50% of material cost.
  914. #
  915. **Heightened (4th)** You can attune a second Facility with a second key. The Cost increases to 250 GP.
  916.  
  917. **Heightened (5th)** You can attune a third Facility with a third key. The Cost increases to 500 GP.
  918.  
  919. **Heightened (6th)** You can attune a fourth Facility with a fourth key. The Cost increases to 1000 GP.
  920.  
  921. **Heightened (7th)** You can attune a fifth Facility with a fifth key. The Cost increases to 2000 GP.
  922. )
  923.  
  924. |
  925.  
  926. ##Wonderous Consumables ((++Wonderous Consumables))
  927. Strange and fleeting magic flows through Facilities that have been attuned to an *Aiudara* key. Useful consumable items wink into and out of existence based on the level of the Citadel and the attuned Facility types. These are called Wonderous Consumables. Each attuned Facility produces specific types of Wonderous Consumables in this way. The items produced are common consumable items of the type found in the Table: Wonderous Consumable Types (the produced Gadgets in the Tinkerer's Bench are uncommon instead) and they have to be of the level of the Citadel or lower. While a character Prepares for a Mission, they can also prepare and temporarily stabilize an amount of Wonderous Consumables according to Table: Wonderous Consumable Types. The stabilized consumables don't have to be from the same Facility (in case you have attuned multiple keys) and are counted per character.
  928. The stabilized Wonderous Consumables need at least one *Aiudara* key in the vicinity to remain stable. If a Wonderous Consumable is farther than 100 feet from a key for more than 24 hours, it winks out of existence. It is immediately apparent to anyone that there is something off about these items and thus they can't be sold.
  929.  
  930. ##### Table: Wonderous Consumables Amount ((+++Table: Wonderous Consumables Amount))
  931. Attuned Keys | Stable Wonderous Consumables
  932. :---: | :---:
  933. 1 | 2
  934. 2 | 3
  935. 3 | 3
  936. 4 | 4
  937. 5 | 5
  938.  
  939. ##### Table: Wonderous Consumables Types ((+++Table: Temporary Consumables Types))
  940. Facility | Type of consumable
  941. :---: | :---:
  942. Alchemy Lab | [Alchemical Elixirs](https://2e.aonprd.com/Equipment.aspx?Category=6&Subcategory=8&include-traits=elixir&exclude-traits=healing%3Bmutagen&include-rarities=common&sort=level-asc%2Cprice-asc%2Cname-asc&display=table&columns=pfs%2Csource%2Crarity%2Ctrait%2Clevel%2Cprice%2Cbulk%2Cusage%2Cspoilers) (no healing nor mutagens)
  943. Arcane Laboratory | Arcane Scrolls
  944. Armory & Defenses | [Alchemical Bombs](https://2e.aonprd.com/Equipment.aspx?Category=6&Subcategory=7&include-rarities=common&sort=level-asc%2Cprice-asc%2Cname-asc&display=table&columns=pfs%2Csource%2Crarity%2Ctrait%2Clevel%2Cprice%2Cbulk%2Cusage%2Cspoilers) & [Magical Ammunition](https://2e.aonprd.com/Equipment.aspx?Category=15&Subcategory=16&include-rarities=common&sort=level-asc%2Cprice-asc%2Cname-asc&display=table&columns=pfs%2Csource%2Crarity%2Ctrait%2Clevel%2Cprice%2Cbulk%2Cusage%2Cspoilers)
  945. Chapel | Divine Scrolls
  946. Garden | Primal Scrolls
  947. Kitchen & Pantry | [Alchemical Food](https://2e.aonprd.com/Equipment.aspx?Category=6&Subcategory=92&include-rarities=common&sort=level-asc%2Cprice-asc%2Cname-asc&display=table&columns=pfs%2Csource%2Crarity%2Ctrait%2Clevel%2Cprice%2Cbulk%2Cusage%2Cspoilers)
  948. Library | [Fulu](https://2e.aonprd.com/Equipment.aspx?Category=15&Subcategory=61&include-rarities=common&sort=level-asc%2Cprice-asc%2Cname-asc&display=table&columns=pfs%2Csource%2Crarity%2Ctrait%2Clevel%2Cprice%2Cbulk%2Cusage%2Cspoilers)
  949. Medical Ward | [Healing Consumables](https://2e.aonprd.com/Equipment.aspx?include-traits=consumable%3Bhealing&exclude-item-subcategories=alchemical%20ammunition&include-rarities=common&sort=level-asc%2Cprice-asc%2Cname-asc&display=table&columns=pfs%2Csource%2Crarity%2Ctrait%2Citem_category%2Citem_subcategory%2Clevel%2Cprice%2Cbulk%2Cusage%2Cspoilers)
  950. Occult Research Room | Occult Scrolls
  951. Smithy | [Talismans](https://2e.aonprd.com/Equipment.aspx?Category=15&Subcategory=19&include-rarities=common&sort=level-asc%2Cprice-asc%2Cname-asc&display=table&columns=pfs%2Csource%2Crarity%2Ctrait%2Clevel%2Cprice%2Cbulk%2Cusage%2Cspoilers)
  952. Tinkerer's Bench | [Gadgets](https://2e.aonprd.com/Equipment.aspx?Category=15&Subcategory=71&include-rarities=common%3Buncommon&sort=level-asc%2Cprice-asc%2Cname-asc&display=table&columns=pfs%2Csource%2Crarity%2Ctrait%2Clevel%2Cprice%2Cbulk%2Cusage%2Cspoilers)
  953. Training Grounds | [Mutagens](https://2e.aonprd.com/Equipment.aspx?Category=6&Subcategory=8&include-traits=mutagen&include-rarities=common&sort=level-asc%2Cprice-asc%2Cname-asc&display=table&columns=pfs%2Csource%2Crarity%2Ctrait%2Clevel%2Cprice%2Cbulk%2Cusage%2Cspoilers)
  954.  
  955. =
  956. # Version History ((+Version History))
  957. **Version 1.2**
  958. * added link to a Template for a Google Spreadsheet to keep track of Downtime and Unlocks
  959. * added action icons including a legend and a list of downtime activities
  960. * restructured the document
  961. * some changes to a few activities like Administer and Hire Help
  962. * added Research Ancient Magic activity
  963. * added Peruse the Citadel activity
  964. * added Train the Bumblebrashers activity
  965. * added notes on Earn Income and Retraining
  966. * some clarifications
  967. * fixed a few errors and typos
  968.  
  969. **Version 1.1**
  970. * adjusted prices (downwards) for building and upgrading
  971. * increased benefits of Trading Post and reduced cost
  972. * added Stronghold Bonuses for "Assistive Resources" and "Assured Assistive Resources"
  973. * renamed Facility "levels" to "tiers"
  974. * added Upkeep section
  975. * added a few NPCs to Hired Help & Forepersons and expanded their skills
  976. * added some links to Archives of Nethys where appropriate
  977. * fixed a few errors, clarified a few things
  978. * added Version History (-:
  979.  
  980. **Version 1.0**
  981. * created these rules
  982.  
  983.  
  984.  
  985.  
  986.  
  987.  
  988.  
  989.  
  990.  
  991.  
  992.  
  993.  
  994.  
  995.  
  996.  
  997.  
  998.  
  999.  
  1000.  
  1001.  
  1002.  
  1003.  
  1004.  
  1005.  
  1006.  
  1007.  
  1008.  
  1009. |
  1010.  
  1011. ##Google Spreadsheet Template
  1012. This is a Template for a Google Spreadsheet to keep track of Downtime and Unlocks: [Link here](https://docs.google.com/spreadsheets/d/13AyzY4Fr4NXbk8c9WvaIrX7Ayqn999EcApVqc0sWtLk/edit?usp=sharing)
  1013. Create a copy to use for your own campaign.
  1014.  
  1015. note(
  1016. #My Other Homebrews
  1017. For my other homebrew ideas: [see an overview here](https://scribe.pf2.tools/v/8yX0VwZy).
  1018. )
  1019.  
  1020.  
  1021. %
  1022.  
  1023. A{
  1024. ![(One Action Downtime Symbol)](https://kanka-user-assets.s3.eu-central-1.amazonaws.com/entities/files/qaENwRfu5ZnNl5icX0bfbqVbIvAcc7bkRV7asW6v.png)
  1025. }
  1026. AA{
  1027. ![(Two Action Downtime Symbol)](https://kanka-user-assets.s3.eu-central-1.amazonaws.com/entities/files/UeRcDfow4vMN7tjccvkgDXmkHZzKMoxpGOpTBuKD.png)
  1028. }
  1029. AAA{
  1030. ![(Three Action Downtime Symbol)](https://kanka-user-assets.s3.eu-central-1.amazonaws.com/notes/nhxpHFENuR4VLMHoTlOdafl8aw0TDD7wO3XfO2wV.png)
  1031. }
  1032. FA{
  1033. ![(Free Action Downtime Symbol)](https://kanka-user-assets.s3.eu-central-1.amazonaws.com/entities/files/q0JPJb7bxWCGeIsnlVitgeryn3byecKUA4UjPBYk.png)
  1034. }
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