Earnings Influence +3
Benefit counts as a permanent fixture dedicated to your deity for the purpose of consecrate and similar spells
Create 2 Goods, 1 Influence, 2 Labor, 1 Magic (210 gp); Time 4 days; Size 2–8 squares
This spiritual focal point has the iconography and materials required for a ceremony. a typical Altar takes the form of a stone altar, but it could also be a sacred pool, a sacrificial pyre, a collection of statuettes, or a similar sacred convergence.
Earnings gp or Influence +10
Benefit bonus on Perform checks
Create 19 Goods, 19 Labor (760 gp); Time 40 days; Size 40–60 squares
Upgrades To Auditorium; Upgrades From Common Room
This large open room is intended for dances, receptions, and other elaborate events. The superior acoustics and decor grant a +2 bonus on all Perform checks made in this room.
Earnings gp or Influence +3
Create 8 Goods, 7 Labor (300 gp); Time 20 days; Size 4–8 squares
A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds. Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces. a Bedroom might be the sleeping place of a building’s owner or a comfortable room for rent.
Earnings gp or Influence +7
Create 7 Goods, 8 Labor (300 gp); Time 16 days; Size 10–30 squares
Upgrades To Ballroom, Ceremonial Room, Throne Room
This versatile open area has enough space for many people to use at once. a Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.
Earnings gp or Goods +4
Create 4 Goods, 4 Labor (160 gp); Time 12 days; Size 2–6 squares
A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. a Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs.
Benefit Bonus on Fortitude saves against contracting disease
Create 3 Goods, 3 Labor (120 gp); Time 4 days; Size 1–4 squares
Upgrades From Shack
A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn’t have a Lavatory, people in it must go elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement’s sewer system. The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus onFortitude saves to resist contracting a disease while in the settlement.
Earnings gp, Influence, or Magic +12
Benefit bonus on Knowledge (arcana), Spellcraft, and spell research checks
Create 9 Goods, 3 Influence, 8 Labor, 3 Magic (730 gp); Time 20 days; Size 4–12 squares
Upgrades From Book Repository
A Magical Repository is similar to a Book Repository, but specific to the study of the arcane arts. It contains shelves of books, comfortable chairs, and tables for studying and for scribing notes and scrolls. If you construct this room from scratch, it grants someone who studies there for 1 hour a +3 bonus on a Knowledge (arcana) check to answer a question. If you upgrade a Book Repository into this room, you either keep the original Book Repository’s bonus on Knowledge checks or change its skill to Knowledge (arcana). An hour of study in this room also grants a +3 bonus on Spellcraft checks. The room grants an additional +1 bonus on Knowledge (arcana) and Spellcraft checks for spell research (see Research a Spell) and crafting magic items.
Earnings gp or Influence +3
Benefit bonus on disease and negative level recovery saves
Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 2–5 squares
Upgrades To Bath
This simple room contains benches, a central source of heat, stones, and a container of water with a ladle to help produce steam. Using a Sauna for an hour grants a person a +1 bonus on saving throws to overcome ongoing diseases (but not on saves to resist contracting diseases) and a +1 bonus on saving throws to recover fromnegative levels. This bonus goes away after 24 hours.
Create 5 Goods, 6 Labor (220 gp); Time 16 days; Size 6–10 squares
Upgrades From Vault; Upgrades To Escape Route
This is either a room or a passage connecting two rooms in the building. The access to this space is controlled by a secret door (DC 20). A passage can have secret doors at both ends or a normal door at one end and a secret door at the other. If it’s a room, it is typically used to hide someone or something you don’t want discovered. If it’s a passage, it’s typically used for clandestine travel within the building, often for the purpose of smuggling or spying. For every 500 extra gp you spend, you can improve one secret door in the building to a well-hidden secret door (DC 30).
For every 500 extra gp you spend, you can improve one secret door in the building to a well-hidden secret door (DC 30).
Earnings gp or Influence +1
Create 1 Goods, 2 Labor (60 gp); Time 2 days; Size 1–9 squares
This area contains a statue, fountain, or other large decoration. If it has religious significance, it might serve as a shrine. The listed cost and time are only to install a completed wood, bronze, or stone feature — they don’t include the cost and time to create the feature in the first place, but it must be installed to produce Earnings.
Benefit bonus on Intimidate checks
Create 7 Goods, 3 Influence, 5 Labor (330 gp); Time 20 days; Size 6–16 squares
This grim room is used for interrogation as well as torture and other morally questionable acts. It contains structures to bind humanoids and various implements designed to inflict pain and discomfort. Interrogators in this room gain a +3 bonus on Intimidate checks to influence captives.
Benefit bonus on mass combat and skill checks while scheming
Create 8 Goods, 7 Labor (300 gp); Time 16 days; Size 4–12 squares
This is a room for planning military maneuvers, plotting grand heists, or providing briefings. It contains a large central table with plenty of chairs, maps, and figures to simulate troops and structures. When it’s used for planning a battle, your army gains a +2 bonus on attack rolls and morale checks for their next battle within 24 hours. To grant the army this bonus, the army’s commander must be present at the planning meeting for the battle or you must have some way of communicating these instructions to the commander. When used to scheme for an upcoming adventure, a War Room allows you to use the scheme’s planning bonus on two skill checks instead of one.
Earnings gp or Influence +8
Benefit counts as a healer’s kit (see below)
Create 6 Goods, 1 Influence, 6 Labor, 1 Magic (370 gp); Time 16 days; Size 4–12 squares
An Infirmary is used for treating injured and sick people. It contains beds or cots, a wash basin, and medical supplies. This counts as having a healer’s kit for up to two healers at a time. As long as the building doesn’t have the broken condition, you don’t need to track individual uses of these healer’s kits.
Earnings Magic +3
Benefit bonus on Charisma, Diplomacy, Intimidate, and Knowledge (planes) checks
Create 11 Goods, 4 Influence, 10 Labor, 5 Magic (1,040 gp); Time 28 days; Size 6–16 squares
A Summoning Chamber is used to perform magical rituals to conjure outsiders. It contains a well-drawn, nearly complete magic circle on the floor—which you can complete with just a few chalk marks — suitable for use with magic circle spells, planar binding spells, and so on. A person who uses a Summoning Chamber gains a +3 bonus on Knowledge (planes) checks relating to a creature being called or summoned, and a +3 bonus on Charisma checks, Diplomacy checks, and Intimidatechecks to influence or bargain with a creature called or summoned here.
Earnings gp, Goods, Influence, Labor, or Magic +5
Benefit counts as masterwork artisan’s tools for writing skills
Create 7 Goods, 2 Influence, 6 Labor (320 gp); Time 16 days; Size 5–16 squares
Upgrades To Printer
A Scriptorium is where scribes do their work. It contains chairs and writing desks, as well as ink, paper, and other supplies needed to create or copy written works. Up to three people can use the room at a time for scribing scrolls or using Craft (calligraphy) or Profession (scribe).
Create 80 Goods, 18 Influence, 73 Labor, 1 Magic (3,700 gp)
Rooms 2 Armories, 1 Bedroom, 2 Bunks, 1 Common Room, 1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage
A building to house guards, militias, or other military forces.
Wage 4 gp/day
Skills Diplomacy, Intimidate, Knowledge (engineering), Perception
A Lieutenant leads a unit containing Guards, mercenaries, or troops. She’s typically a 3rd-level cavalier, fighter, or ranger, but could be a barbarian, bard, inquisitor,warrior, or member of any class devoted to martial combat. a Lieutenant manages troops assignments and needs, sees to their training, and participates in military operations.
Earnings gp or Influence +5
Create 5 Goods, 2 Influence, 2 Labor (200 gp); Time 4 days; Size 1 person
Upgrades From Acolyte, Apprentice
A sage is a person with extensive knowledge in one or more related areas who can advise you about his areas of expertise. A typical sage is a 3rd-level expert with 3 ranks each in skills such as Appraise, Knowledge, Linguistics, Profession, and Spellcraft.
Earnings gp, Influence, or Magic +7
Create 3 Goods, 2 Influence, 2 Labor, 8 Magic (960 gp); Time 7 days; Size 1 person
Upgrades From Apprentice
A Mage is a skilled but not especially remarkable arcane spellcaster, often a 3rd-level bard, sorcerer, summoner, witch, or wizard.
Earnings gp, Influence, or Labor +5
Create 3 Goods, 2 Influence, 5 Labor (220 gp); Time 2 days; Size 5 people
Upgrades From Guards; Upgrades To Archers, Bureaucrats, Cavalry, Elite Soldiers
Soldiers are trained in combat and have the means and will to kill your enemies. Unlike Guards, Soldiers actively engage in fighting on behest of a leader (although you can make Soldiers act as Guards). Depending on the nature of your organization, they might be enforcers rather than military-style soldiers. They are typically 1st-level warriors, each with scale mail, a longsword, a heavy wooden shield, and javelins.
Earnings gp, Influence, or Labor +4
Create 3 Goods, 1 Influence, 4 Labor (170 gp); Time 2 days; Size 5 people
Upgrades From Guards; Upgrades To Elite Soldiers
Like Guards, this team defends a location but doesn’t take on an active role. An Elite Guards team consists of 3rd-level warriors, each wearing a chain shirt or banded mail and using a heavy steel shield and shortspear, a guisarme, or a halberd.
Elite Archers x3
Earnings gp, Influence, or Labor +7
Create 5 Goods, 4 Influence, 8 Labor (380 gp); Time 6 days; Size 5 people
Upgrades From Archers, Elite Soldiers; Upgrades To Cavalry Archers
An Elite Archers team consists of 3rd-level warriors, each with scale mail, a longbow, a buckler, and a longsword.
Earnings gp or Influence +4
Create 2 Goods, 4 Influence, 2 Labor (200 gp); Time 2 days; Size 5 people
Upgrades From Scofflaws, Soldiers
Bureaucrats interface with local government and deal with annoying paperwork related to running a business or organization. This type of team could include accountants, diplomats, lawyers, and scribes. a typical bureaucrat is a 1st-, 2nd-, or 3rd-level expert with ranks in Bluff, Diplomacy, Intimidate, Knowledge (local),Linguistics, and Profession (barrister, clerk, or scribe).
Earnings Influence or Labor +2
Create 1 Goods, 2 Influence, 2 Labor (120 gp); Time 1 day Size 5 people
Upgrades From Drivers, Laborers
Lackeys wait on you hand and foot and take care of common domestic and traveling issues; their ranks include butlers, valets, maids, heralds, footmen, ladies-in-waiting, and similar service personnel. Skilled Lackeys anticipate your needs and coordinate with your other employees as well as those of your guests or host. a typical Lackey is a 1st-level commoner or expert with ranks in a subset of Diplomacy, Disguise, Intimidate, Knowledge (local), Knowledge (nobility), Linguistics,Perception, and Sense Motive.
Earnings gp, Goods, or Labor +2
Create 2 Goods, 1 Influence, 1 Labor (90 gp); Time 0 days; Size 1 person
Upgrades From Laborers; Upgrades To Lackeys
Drivers are trained to handle and move common animals—managing ox-drawn carts, herding cattle, or training riding horses. a Driver is typically a 1st-level expertwith ranks in Handle Animal, Knowledge (geography), Profession (driver), Ride, and Survival.
Extra 2x bunks (400gp) and a bedroom (300gp)