Dan heb je verkeerd gelezen:). ff gekopieerd voor je en er zijn volgens mij nog meer dingen dat je kan doen. Skilled Work : If you have ranks in a useful skill, you can spend 1 day working in a settlement to earn more capital than you would doing unskilled work. Note that this method includes both legal and illegal means of earning capital—for example, a day spent using Sleight of Hand to earn money could be a day spent performing as a street magician or a day spent pickpocketing. Choose either one type of capital (Goods, Influence, Labor, or Magic) or gp, and attempt a skill check. You can take 10 on this check. If you chose gp, divide the result of your check by 10 to determine how many gp you earn that day. For example, if your check result is a 16, dividing it by 10 earns you 1 gp and 6 sp that day (round to the nearest silver). Skill Check ResultCapital Earned * (Goods, Influence, Labor, Or Magic)101202303404 * For every 10 points of your check result after 40, you earn an additional capital. If you chose Goods, Influence, Labor, or Magic, consult Table: Skilled Capital Earnings to see how much of that type of capital you earn. You must pay the Earned Cost to buy this capital, although if you can't afford to buy all of it or don't need more than a certain amount, you can choose to earn less capital than your check indicates. See Table: Capital Values for the Earned Cost of each type of capital. If you are using this option to earn Goods, Influence, Labor, or Magic, the skill you're using must be suitable for earning the chosen type of capital; if the GM deems it is not, using that skill reduces the amount generated by half (minimum 1). For example, Perform might earn you Influence as a musician, but it's not as useful for earning Labor. The GM should inform you of this before you attempt the skill check. In general, the appropriate skills for each type of capital are as follows. Goods : Appraise , Bluff , Craft , Diplomacy , Disable Device , Handle Animal , Intimidate , Knowledge (dungeoneering, engineering, geography, history, local, nature, nobility, religion), Profession , Sleight of Hand , Stealth . Influence : Appraise , Bluff , Craft , Diplomacy , Handle Animal , Heal , Intimidate , Knowledge (any), Linguistics , Perform , Profession , Ride . Labor : Bluff , Climb , Craft , Diplomacy , Handle Animal , Intimidate , Knowledge (local), Profession , Ride , Survival , Swim . Magic : Appraise , Craft , Diplomacy , Heal , Knowledge (arcana, dungeoneering, nature, planes, religion), Linguistics , Profession , Spellcraft , Use Magic Device . Craft and Profession skills allow you to attempt a skill check once per week, earning an amount of gp equal to 1/2 your check result. If you were to divide that amount by 7, you'd get your earnings per day. However, that assumes you work 7 days per week, and most people take 2 days off per week for rest and worship, so that's only 5 days of actual work per week. Dividing your check result by 2 and then by 5 is the same as dividing by 10, which is why the downtime system has you divide your check result by 10 to determine gp earned per day. You can work 7 days per week (if you really need the 2 extra days for earning capital), but even mighty adventurers need a day off now and then! The value of a particular skill for a given type of capital can vary from settlement to settlement. For example, in a frontier settlement with a tradition of serious hard work, a day of humorous performances using Perform (comedy) might not earn you much capital, but inspirational public speeches about the city's heroes using Knowledge (history) or Perform (oratory) could. The GM should tell you this before you attempt the skill check, or allow you to assess the inhabitants' preferences with a successful DC 15 Knowledge (local) or Sense Motive check.