Table of Contents
Business
Overview
Businesses cost the same whether you buy an existing property, or build a new one - see The PF Downtime Buildings page for the base prices - and remember that there will (almost certainly) be a Licence Fee to add to the cost.
However, a well run business earns you money that will contribute to your Living Expenses. Under these rules, you can't take these profits as cash or use them to buy adventuring gear. Trying to work out regular cash payments is an administrative nightmare .
Business Size
Big businesses need more customers than small businesses - part of the extra profitability comes from having more, and wealthier, customers - if you build them in the wrong place, they won't earn as much money. In general, small businesses cost 1000gp or less, medium businesses between 1001 and 2500gp, while anything that has a base cost of more than 2500 is a large business.
However, you might choose to build a School or Temple in a village for altruistic reasons and deliberately forgo the larger profit to be made in a town. Or you might build a village Inn, knowing the settlement will grow to a small town in the near future. Equally, you could build a Tavern now, and upgrade to an Inn later. However, the profit is still calculated in accordance with the rules, using the actual size of the settlement at the time.
Upgrades
You can upgrade businesses to more expensive versions, later, and only pay the price difference - so long as the new building is similar to the original. For example, you can upgrade a Tavern to an Inn or a Dance Hall for the price difference. You can also add extra rooms at the standard cost, and create a customized building. However, if you want to upgrade a Trade Shop to a Museum, you might get a reduction in the cost, but not all that much of one.
Staffing
Every business comes with a suitable staff and the cost of recruiting is included in the final cost of the building, including fees. You can RP those encounters, but if that isn't appropriate for your game, it just happens automatically. In effect, you buy the building and start renting it out to people who run the business. Your profit comes from the rent that you charge them. If you want to play a business person, and your GM permits it, you should use the standard Downtime rules. I don't recommend that - I've tried it, and it can be hard work and boring, in a normal 'Adventure Based' game.
Unexpected Events
Your DM might decide that something interrupts the normal income from your businesses, often as a plot hook of some sort. These might be something minor, as a side plot, or something major that dominates the main adventure arc for a while - but they should always be resolvable with a bit of effort. Examples might include a shop beset by shoplifters, a massive storm that damages the building, or pirates on a trade route that your ship uses - meaning they have to employ more guards. Or even the business getting so big you can't track it. DMs can have real fun :P
Business Empire
Under this model, you effectively become a property magnate buying more, bigger and better businesses as you progress. In that case you might want to hire a business manager (see the downtime rules) to oversee your business empire. This might be a case of just hiring, or you may want to use one of the feats that allows you to take on a henchman (although there are feats that allow you to take more than one henchman).
Fees & Recruiting
There are no fixed values for this. If you want to build in a development settlement, you probably won't pay any fees, but may need to pay recruitment costs to attract people to your out-of-the-way settlement. In a village, you might get away without fees or recruitment costs - unless you are building something inappropriate for the area, or the local lord wants a share of the action. Towns are middling - you will probably pay a fee, which will depend on which part of town you build in; In the hinterlands they will be low and in the middle of town they will be high; recruiting costs depend on where you are and if the buildings are 'appropriate' for the location. Cities are even worse, the fees and recruiting costs are similar to a Town - but everything is more expensive.
If you develop an illegal business - fees (in this case bribes, perhaps) and recruiting costs will be higher tha
Business Income
Your income from the business comes to 1% of the purchase cost of the building (excluding fees, recruiting etc) each month. That might not seem like a lot, but the building pays for itself after about 8 years - and is (in real terms) a pretty good return. If you go down the business person route, and use the Downtime rules, yopu will make more - but you will lose out on adventuring time. This income goes towards your cost of living expenses, rather than generate gold that you can spend on adventuring gear.
| Income | Home | Description |
|---|---|---|
| Poor 3 gp/month) | 0gp | The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less. |
| Average 10gp/month | 2000gp | The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less. |
| Wealthy 30gp/month | 4000gp | The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp. |
| Rich 100gp/month | 6000gp | The PC has a sizable home, such as a mansion, or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 10 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 20 gp. |
| Extravagant 1,000gp/month | >6000gp | The PC lives in a Noble Villa or other extravagant home — he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any non-magical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp. |
- Income: Your Monthly Cost of Living expenses.
- Home: Maximum value of the home it will support.
- Description: Roughly what you can achieve on that income.
Small Businesses
Small businesses can be built in any size of settlement, operate normally and return a full profit. They are Lock-up businesses, and staff live somewhere else in the town . Like other businesses, they are fully staffed with L1 commoners, with the minimum skills to keep the business running - they won't do anything special, but the business runs and makes a profit. There will be planning restrictions - the Pier needs navigable water, smelly or noisy businesses will be pushed into trade areas on the edge of the settlement - well away from anyone with money.
Small Business, especially those in villages, do not normally benefit from employing managers or skilled staff. Under normal circumstances, they are staffed by a L1 commoner, with a +4 modifier in the primary skill, assisted by an unskilled worker.
| Small Businesses - Base price 1000gp or less | ||||
|---|---|---|---|---|
| - | Building | Base Cost | Profit gp/Mth | Notes |
| R | Shrine | 270 | 2.7 | A shrine, idol or similar holy site. Staffed by a L1 Adept. |
| B | Shop | 550 | 5.5 | A general store. |
| B | Mill | 660 | 6.6 | A building used to cut lumber or grind grain. |
| B | Smithy | 730 | 7.3 | An armorsmith, blacksmith, or weaponsmith. |
| B | Workshop | 730 | 7.3 | A shopfront and workshop for a trades' people - such as a butcher, baker, carpenter or leather worker. |
| B | Tannery | 830 | 8.3 | A structure where workers prepare hides and leather. |
| B | Tavern | 910 | 9.1 | An eating or drinking establishment. |
| B | Pier | 930 | 9.3 | Warehouse and office for docking ships and handling cargo or passengers. |
Medium Businesses
You need a town or a city to make Medium Businesses work properly, there just aren't enough people in a village to make them financially viable. Even worse, they all need managers to make them fully profitable.
- Medium Businesses in a village - reduce earnings by 50%
- Medium Businesses without a Manager - reduce earnings by 50%
- Might benefit from employing skilled staff.
| Medium Businesses - Base price between 1000gp and 2500gp | ||||
|---|---|---|---|---|
| - | Building | Base Cost | Profit gp/Mth | Notes |
| B | Luxury Store | 1,030 | 10.3 | A shop that specializes in expensive wares and luxuries. |
| B | Wood Shop | 1,210 | 12.1 | A Wood Shop is a facility specially focused on the output of fine woodwork, from simple furniture to custom, masterwork engines of war. |
| R | Temple | 1,400 | 14 | A place of worship dedicated to a deity. |
| B | Brewery | 1,450 | 14.5 | A building for beer and ale brewing, winemaking, distilling, or some similar use. |
| B | Library | 1,460 | 14.6 | A large building containing an archive of books. |
| B | Bank | 1,570 | 15.7 | A secure building for storing coins and valuables, and for making loans to those in need. |
| B | Observatory | 1,580 | 15.8 | A high dome or tower with optical devices for viewing the heavens. |
| B | Magic Shop | 1,590 | 15.0 | A shop that specializes in buying and selling magic items, spells, and magical remedies. |
| R | Graveyard | 1,600 | 16 | A plot of land where the dead are buried and honored. |
| B | Stockyard | 1,700 | 17 | Barns and pens where herd animals are stored and prepared for nearby slaughterhouses. |
| B | Stable | 1,710 | 17.1 | A structure for housing or selling horses and other mounts. |
| B | Theater | 1,800 | 18 | A venue for entertainment such as plays, operas, and concerts. |
| B | Mint | 1,940 | 19.4 | A secure building where coinage is minted and standard weights and measures are kept. |
| B | Museum | 2,050 | 20.5 | A place to display art and artifacts both modern and historical. |
| B | Hospital | 2,080 | 20.8 | A building designated as a place for healing the sick. |
| B | Farm | 2,090 | 20.9 | A small family farm or ranch. |
| B | Tenement | 2,120 | 21.2 | A flophouse for housing a large number of people who pay low rent. |
| B | Inn | 2,130 | 21.3 | A place for visitors to stay and rest. |
| B | Dance Hall | 2,150 | 21.5 | An establishment for dancing, drinking, and consorting with attractive people. |
| B | Black Market | 2,200 | 22 | A secret shop that buys and sells a variety of shady, dangerous, and illicit wares. |
| B | School | 2,370 | 23.7 | A place for educating children and young adults. |
Large Businesses
You need a city to make Large Businesses work properly, there just aren't enough people in towns or village to make them financially viable. Even worse, they all need managers to make them fully profitable.
- Large Businesses in a village - reduce earnings by 90%
- Large Businesses in a town - reduce earnings by 50%
- Large Businesses without a Manager - reduce earnings by 50%
- Large Businesses benefit from employing skilled staff.
| Large Businesses Base price more than 2500gp | ||||
|---|---|---|---|---|
| Medium Businesses - Base price between 1000gp and 2500gp | ||||
| - | Building | Base Cost | Profit gp/Mth | Notes |
| B | Guildhall | 2,660 | 26 | The headquarters for a guild or similar organization. |
| B | Waterfront | 2,680 | 26.8 | A port for waterborne arrival and departure, with facilities for shipping and shipbuilding. |
| R | Monastery | 3,270 | 32.7 | A cloister for meditation and study. |
| M | Barracks | 3,700 | 37 | A building for a large mercenary company. |
| B | University | 4,140 | 41.4 | An institution of higher learning. |
| B | Arena | 4,800 | 48 | A large public structure for competitions, demonstrations, team sports, or bloodsport. |
| B | Bardic College | 4,810 | 48.1 | A center for artistic learning in the visual and performing arts, literature, music, and lore. |
| R | Cathedral | 4,960 | 49.6 | A center of religious and spiritual leadership. |
| B | Academy | 5,360 | 53.6 | An institution of higher learning. |
| B | Magical Academy | 5,630 | 56.3 | An institution for training students in the magical arts. |
| R | Druid’s Grove | 5,750 | 57.5 | This is a refuge in the wild where spell casters tied to nature can enjoy shelter and practice their crafts in outdoor surroundings. (*) |
| M | Military Academy | 6,100 | 61 | An institution dedicated to the study of war and the training of elite soldiers and officers. |
| B | Menagerie | 8,750 | 87.5 | A large park stocked with exotic animals and magical beasts. |
(*) Druids groves must be built in wilderness or country areas, but still take the profit hit, in accordance with the rules. They are not a good business investment.
