Selling magic items is risky and there's no guarantee that a character will receive a good offer even if a legitimate buyer is found. A character must pick one item at a time to sell, spending one workweek and 25gp (which is used to spread word of the desired sale). The character makes a Charisma (Persuasion) check to determine what kind of offer comes in. After receiving an offer, the character can opt not to sell (risking the ire of the buyer), instead forfeiting the workweek of effort and trying again later.
MAGIC ITEM OFFER TABLE
Check Total Offer
1-10= 50% of base price
11-20= 100% of base price
21+ = 150% of base price
Plead with deities, ancestor spirits, eldritch beings, daemons and more for guidance and protection on the next adventure. Also characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders.
Someone skilled in Religion or Persuasion has the best chance of starting the next adventure with a small blessing or receiving supernatural guidance. Typically an offering of at least 25gp is required.
At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Spiritual Supplication table.
SPIRITUAL SUPPLICATION TABLE
Check Total Result
1-10= No effect. Your efforts fail to make a lasting impression.
11-20= You earn one favor.
21+ = You earn two favors.
A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of deities, ancestor spirits, eldritch beings, daemons intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by Franz, who also determines its nature. Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character‘s Charisma modifier (minimum of one unused favor).
SEE LORE, Level Advancement & Down Time Training.
When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict. Performing a job requires one workweek of effort. To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check.
WAGES TABLE
Check Total Earnings
9 or lower= Poor lifestyle for the week
10-14= Modest lifestyle for the week
15-20= Comfortable lifestyle for the week
21+ = Comfortable lifestyle for the week + 25gp