For 12 GP per TU your PC gets adventurers’ standard lifestyle. This pays for common room and board, replenishes rations, mends clothing and equipment, refills healing and disguise kits, restocks up to 20 normal steel arrows and bolts, and heals HP 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 Lifestyle gives the same benefits as Standard Lifestyle and a +2 Circumstance bonus on Bluff, Diplomacy, Gather Information, Intimidate, Perform, Profession, and Sense Motive checks when your DM determines that your increased social status would grant you a benefit. For 100 GP per TU, Luxury Lifestyle increases this bonus to +4.
You may choose not to pay your PC’s lifestyle cost 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 Lifestyle. The PC may gain other penalties or benefits at the discretion of you DM. At the beginning of the adventure, if your PC possesses at least five ranks in Survival and succeeds on a DC 20 Survival check, he gains the benefits for Standard Lifestyle. He may still gain penalties or benefits at the discretion of the DM. If you fail this check, you may not then choose to pay for lifestyle for this adventure.
Declare your lifestyle choice to your DM 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.