Post by Chris on Dec 8, 2018 12:28:05 GMT -5
The GP required to support PCs between adventures is called upkeep.
For 12 GP per TU your PC gets adventurer’s standard upkeep. This pays for common room and board, replenishes rations, mends clothing and equipment, refills healing and disguise kits, restocks up to twenty normal steel arrows and bolts, and heals hit point and temporary ability damage between adventures.
You may also pay more GP to live better than the average adventurer.
For 50 GP per TU, rich upkeep gives the same benefits as standard upkeep and a +2 Circumstance bonus on Bluff, Diplomacy, Gather Information, Intimidate, Perform, Profession, and Sense Motive checks when your GM determines that your increased social status would grant you a benefit.
For 100 GP per TU, luxury upkeep increases this bonus to +4.
You may choose not to pay for your PC’s upkeep for an adventure. If you do so, the PC retains any damage into the next adventure and does not gain any of the benefits of standard upkeep. The PC may gain other penalties or benefits at the discretion of your GM. At the beginning of the adventure, if your PC possesses at least five ranks in Survival and succeed on a DC 20 Survival check, he gains the benefits for standard upkeep. He may still gain penalties or benefits at the discretion of your GM. If you fail this check, you may not then choose to pay for upkeep for that adventure.
Declare your upkeep choice to your GM before play begins.
You must have enough GP to cover the adventure’s TU cost at the beginning of play, but the actual deduction of the GP occurs after play
For 12 GP per TU your PC gets adventurer’s standard upkeep. This pays for common room and board, replenishes rations, mends clothing and equipment, refills healing and disguise kits, restocks up to twenty normal steel arrows and bolts, and heals hit point and temporary ability damage between adventures.
You may also pay more GP to live better than the average adventurer.
For 50 GP per TU, rich upkeep gives the same benefits as standard upkeep and a +2 Circumstance bonus on Bluff, Diplomacy, Gather Information, Intimidate, Perform, Profession, and Sense Motive checks when your GM determines that your increased social status would grant you a benefit.
For 100 GP per TU, luxury upkeep increases this bonus to +4.
You may choose not to pay for your PC’s upkeep for an adventure. If you do so, the PC retains any damage into the next adventure and does not gain any of the benefits of standard upkeep. The PC may gain other penalties or benefits at the discretion of your GM. At the beginning of the adventure, if your PC possesses at least five ranks in Survival and succeed on a DC 20 Survival check, he gains the benefits for standard upkeep. He may still gain penalties or benefits at the discretion of your GM. If you fail this check, you may not then choose to pay for upkeep for that adventure.
Declare your upkeep choice to your GM before play begins.
You must have enough GP to cover the adventure’s TU cost at the beginning of play, but the actual deduction of the GP occurs after play