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Downtime - Cômodos, Times, Construções e Administradores

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Downtime - Cômodos, Times, Construções e Administradores Empty Downtime - Cômodos, Times, Construções e Administradores

Mensagem  Kemedo Sáb maio 15, 2021 12:34 am

Rooms
You can use the following rooms to construct buildings.

Alchemy Lab
Earnings gp, Goods, or Magic +10

Benefit counts as an alchemist’s lab (equipment)

Create 8 Goods, 1 Influence, 5 Labor, 1 Magic (390 gp); Time 16 days; Size 8–16 squares

This room aids you when you’re attempting Craft (alchemy) checks, researching new alchemist formulae, and performing similar alchemical tasks. Up to three people can use the room at a time.

Altar
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.

Animal Pen
Earnings gp, Goods, or Labor +8

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days; Size 4–16 squares

Upgrades To Habitat

An Animal Pen houses animals that need more attention than horses and cattle. It could be used to house animals for food (like chickens or pigs), display (like song birds or reptiles), or protection (like dogs or large cats). One animal pen can support 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures, providing them with water and shelter. Food is not provided.

Archery Range
Earnings gp or Influence +8

Benefit(s) Decreased chance of fired arrows being destroyed or lost

Create 12 Goods, 12 Labor (480 gp); Time 25 days; Size 20–50 squares

An Archery Range is an open area where one can train with ranged weapons. One end of the range features targets and a soft wall (often several feet of stacked hay or loose earth) to absorb missed shots, while the other side has benches, tables, and firing stands to accommodate trainees. Because the targets and soft wall behind them are designed to absorb ranged attacks, arrows that strike either surface have only a 5% chance of being destroyed or lost.

Armory
Benefit provides for 1 Bunks or Guard Post, hastens donning armor

Create 9 Goods, 3 Influence, 6 Labor (390 gp); Time 16 days; Size 5–15 squares

An Armory stores a variety of armor and weapons, providing enough equipment to supply one Bunks or Guard Post with common equipment (the guards or soldiers leave their armor and weapons here, and you don’t have to pay for individual equipment for them as long as this room is not broken). The room is typically supplied with medium armor and appropriate martial weapons for the guards or soldiers in the building. The Armory contains an array of helpful tools to allow you to don armor in the time it normally takes to don hastily.

Artisan’s Workshop
Earnings gp, Goods, or Influence +10

Benefit counts as masterwork artisan’s tools for one Craft skill

Create 9 Goods, 9 Labor (360 gp); Time 20 days; Size 8–16 squares

This specialist’s workshop provides a variety of tools and materials for a particular art form, such as glassworking, gemcutting, or sculpting, which you choose when you build the room. Up to three people can use the room at a time.

Auditorium
Earnings gp or Influence +15

Benefit bonus on Perform checks

Create 19 Goods, 1 Influence, 25 Labor (910 gp); Time 40 days; Size 40–100 squares

Upgrades From Ballroom

This large room is used for various artistic performances. It contains a stage, costumes, instruments, and seating for an audience. The superior acoustics and décor grant a +2 bonus on all Perform checks made in this room.

Ballroom
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.

Bar
Earnings gp or Influence +10

Benefit bonus on Diplomacy checks to gather information

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days; Size 10–20 squares

A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement.

Bath
Earnings gp or Influence +3

Benefit bonus on Fortitude saves against disease

Create 3 Goods, 1 Influence, 2 Labor (130 gp); Time 8 days; Size 3–6 squares

Upgrades From Sauna

A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water. After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.

Battle Ring
Earnings gp or Influence +15

Benefit contestant gains a bonus on Intimidate and performance combat checks

Create 18 Goods, 4 Influence, 16 Labor (800 gp); Time 40 days; Size 40–100 squares

Upgrades To Sports Field

This enclosed field is used for some form of dangerous contest, from nonlethal sports like wrestling or boxing to lethal blood sports such as animal fights or gladiatorial combat. It includes seating for spectators, appropriate flooring (padded or sandy), and often some manner of barrier between the audience and combatants. Each day, the person in charge of the Battle Ring can grant one combatant a +2 bonus on Intimidate and performance combat checks. This benefit applies only within the settlement.

Bedroom
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.

Bell Tower
Earnings capital +1 (of a type the building already generates)

Create 11 Goods, 3 Influence, 7 Labor (450 gp); Time 28 days; Size 9–25 squares

This two-story room contains one or more bells suitable for warnings or music, along with bell pulls for operating the instruments from below. The bells can be heard up to 1 mile away.

Blind
Earnings gp or Influence +2

Benefit(s) Perception check required to see through

Create 3 Goods, 2 Influence, 3 Labor (180 gp); Time 10 days; Size 10–30 squares

A Blind is a semisolid wall constructed out of area-appropriate debris and flora. Between 10 and 15 feet high, a Blind helps to conceal any structures behind it as it blends in with the nearby landscape. Structures behind a Blind can be seen only with a successful DC 15 Perception check, and targets of ranged attacks made through a blind gain concealment. One Blind can cover 20 squares’ worth of structures; multiple Blinds can be used to conceal larger structures. A Blind can be thickened for double the construction cost, increasing the DC of the Perception check to see through the Blind to 20 and granting total concealment to creatures hiding behind it.

Blood Spa
Benefit temporary age penalty reduction

Create 10 Goods, 4 Influence, 7 Labor, 6 Magic (1,060 gp); Time 28 days; Size 4–8 squares

Upgrades From Bath

This room houses a sumptuous tub and alchemical piping that allow a villain to alleviate some of the effects of aging by bathing in the blood of a freshly killed humanoid of less than middle age. The corpse is suspended over the tub via ceiling clamps that can be recessed out of sight in the ceiling. Bathing for an hour in this room reduces any ability score penalties from advanced age by 1 for a duration of 1 week and makes the bather appear younger. Multiple treatments stack. Each corpse provides enough blood for only 1 treatment.

Book Repository
Earnings gp or Influence +8

Benefit bonus on Knowledge checks of one type

Create 8 Goods, 2 Influence, 7 Labor, 1 Magic (460 gp); Time 16 days; Size 4–12 squares

Upgrades To Magical Repository

A Book Repository contains shelves upon shelves of books, in addition to chairs, desks, and tables for reading and studying. Most repositories contain books on a wide array of topics providing a general wealth of information, but some contain books focused on a specific topic. When you construct a Book Repository, select one Knowledge skill. If someone has a question relating to that Knowledge skill and is able to spend 1 hour researching in the Book Repository, she gains a +3 bonus on the Knowledge check to answer the question.

Brewery
Earnings gp or Influence +10

Create 9 Goods, 2 Influence, 7 Labor (380 gp); Time 24 days; Size 12–24 squares

A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages.

Bunks
Earnings gp or Labor +8

Create 7 Goods, 4 Influence, 7 Labor (400 gp); Time 24 days; Size 15–35 squares

Upgrades To Lodging

Bunks provide housing and limited storage for up to 10 people. Though hardly private, this space typically includes beds or cots, linens, small chests with poor locks, and chamber pots. If this room is part of an Inn, the building is more of a flophouse or hostel than a traveler’s hotel, which would have private rooms. If part of a Hospital, this room houses patients.

Burial Ground
Earnings gp or Influence +4

Benefit prevents or creates undead

Create 4 Goods, 3 Influence, 4 Labor, 1 Magic (350 gp); Time 8 days; Size 20–30 squares

Upgrades To Crypt

This somber plot of land is dedicated to the internment of the dead. Up to 20 Medium or smaller corpses can be buried here, their plots clearly marked by gravestones, statues, or other markers. For an additional 200 gp, this area can be consecrated as holy or unholy ground. a corpse buried in holy ground cannot be animated as an undead creature. A corpse buried in unholy ground has a 5% chance every month of reanimating as an uncontrolled zombie. If you upgrade a Burial Ground, the area retains the consecration effect.

Cell
Create 5 Goods, 4 Labor (180 gp); Time 16 days; Size 1–9 squares

This uncomfortable room can imprison 1 to 4 captives. It is typically nothing more than a stone room with a straw-lined floor, though some might have the barest of comforts, like cots or chamber pots. One wall is typically constructed of sturdy bars and a door affixed with a simple lock. You can install manacles or masterwork manacles at the normal price of those items.

Ceremonial Room
Earnings Capital +10

Benefit bonus on Bluff, Diplomacy, and Intimidate checks (see below)

Create 16 Goods, 2 Influence, 15 Labor, 5 Magic (1,180 gp); Time 40 days; Size 40–100 squares

Upgrades To Throne Room; Upgrades From Common Room

This is a large, open room for important events such as religious services, town meetings, and weddings. It often features an elevated area for the focus or leader of the event, and might have seats for others in attendance. A person leading or officially speaking at the event gains a +1 bonus on Bluff, Diplomacy, and Intimidate checks to influence others at the event. This bonus ends when the event ends.

Classroom
Earnings capital +8

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 14 days; Size 5–20 squares

This small meeting place gives numerous attendees an unobstructed view of a single lecturer. Many classrooms contain seating for those in attendance, a lectern, and a display table or chalkboard.

Clockwork Shop
Earnings gp, Goods, or Labor +10

Benefit counts as masterwork artisan’s tools for Craft (clockwork)

Create 9 Goods, 9 Labor (360 gp); Time 20 days; Size 8–16 squares

This workshop provides all of the precision tools and workstations required for creating delicate clockwork goods. Up to three people can use the room at a time.

Common Room
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.

Confessional
Benefit bonus on Stealth checks

Create 2 Goods, 3 Labor (100 gp); Time 4 days; Size 2–4 squares

This pair of tiny, linked rooms allows for private conversations. Alternatively, you may construct a hidden space that allows you to watch another room without being observed, such as through a peephole in a tapestry or mosaic. One side of this room provides a +4 bonus on Stealth checks to hide from creatures in the adjoining room. a Confessional can be constructed in a way that allows this bonus to apply to creatures in both sides or just in one.

Courtyard
Earnings capital +5 (of a type the building already generates)

Create 4 Goods, 5 Labor (180 gp); Time 24 days; Size 20–40 squares

This large, open area might be constructed to feature decorative landscaping or be a more utilitarian space for drills, meetings, or storage.

Crypt
Earnings gp, Influence, or Magic +5

Create 5 Goods, 3 Influence, 5 Labor, 2 Magic (490 gp); Time 16 days; Size 8–30 squares

Upgrades From Burial Ground

This space is dedicated to the storage of prominent corpses. Above ground this space might take the form of a tomb. The duration of spells that preserve or protect corpses (such as gentle repose) are doubled when cast on a corpse that remains in this room.

Defensive Wall
Create 5 Goods, 2 Influence, 5 Labor (260 gp); Time 12 days; Size 20–40 squares

This simple wooden wall, fence, or hedge surrounds your structure and provides a modicum of security. It is no taller than 10 feet, includes a single gate with a simple lock, and can be scaled with a DC 14 Climb check. It can be constructed as a stone wall — increasing the height by up to 10 feet and the Climb DC to 20 — by doubling the price. If combined with a Guard Post, this can be a walkable wall with a parapet.

Dock
Earnings gp, Goods, Influence, or Labor +12

Create 7 Goods, 2 Influence, 6 Labor (320 gp); Time 20 days; Size 10–30 squares

This is a series of walkways and sturdy posts used to safely moor a water vessel such as a boat or ship. If attached to Storage, it allows you to easily move cargo to and from the water.

Dojo
Earnings gp, Influence, or Labor +8

Benefit counts as a training facility for training or retraining

Create 7 Goods, 1 Influence, 7 Labor (310 gp); Time 20 days; Size 15–30 squares

This open area is used for practicing combat or other physical skills. If used for combat training, it includes humanoid-shaped training dummies or silhouettes for target practice. Most Dojos include simple floor mats or straw pallets to cushion falls, plus racks containing nonlethal versions of standard weapons. If used by a Thieves’ Guild, instead of combat the Dojo might instead focus on evasion training, picking locks, and disabling traps. You can use a Dojo to train up to 10 people at a time. It can be used as Bunks, though it is much less comfortable than using actual beds or cots.

Drawbridge
Create 8 Goods, 2 Influence, 5 Labor (320 gp); Time 6 days; Size 4–8 squares

This retractable bridge spans a pit, moat, or similar danger, allowing you to control access to an area. You can raise or lower the bridge by spending a full-round action to operate the mechanisms constructed on either side of the span. When raised, the bridge creates a wooden barrier (hardness 5, 40 hit points). If the Drawbridge is destroyed, it can be rebuilt in the same place for half the initial construction price.

Escape Route
Create 9 Goods, 9 Labor (360 gp); Time 16 days; Size 6–12 squares

Upgrades From Secret Room

This is a hallway or tunnel leading to a hidden exit from the building. The exit door is typically a simple wooden door with an average lock (Disable Device DC 20 to open). Either or both ends of the hallway can be secret doors (Perception DC 20 to notice).

Execution Yard
Earnings Influence +10

Benefit bonus on Intimidate checks

Create 8 Goods, 2 Influence, 10 Labor (420 gp); Time 24 days; Size 20–40 squares

Upgrades From Courtyard

This open area is used to host public executions. The execution device, such as a headsman’s block or gallows, occupies a dais in the yard’s center. Surrounding it are viewing galleries for guests of assorted status and plenty of standing room for lower-class rabble. Gibbets or pikes around the yard display the condemned, granting a +3 bonus on Intimidate checks within the settlement to whoever publicly ordered the execution.

False Front
Earnings gp or Goods +2

Benefit bonus to Perception and Sense Motive DCs

Create 4 Goods, 1 Influence, 4 Labor (190 gp); Time 12 days; Size 10–20 squares

Upgrades To Storage and Storefront (see below)

This simple, nondescript business uses an innocuous front to hide criminal dealings. It might appear to be a low-quality pawnshop or ill-stocked market. It has the bare necessities for functioning as the kind of business it pretends to be, but its true purpose is to conceal the nature of the building—typically a criminal enterprise or secret meeting place, such as a cult’s sanctuary or a den of thieves. The room includes a secret door leading to the rest of the building. The room increases Perception and Sense Motive DCs by 5 for those trying to notice unusual activity or determine whether the building is what it seems. Since a False Front contains both a false Storefront and false display area, its space can be upgraded to both Storage and a Storefront simultaneously (or upgraded to just one, leaving the remaining area unused).

Farmland
Earnings gp or Goods +10

Create 15 Goods, 15 Labor (600 gp); Time 20 days; Size 60–100 squares

This large swath of fertile land is used for farming or fodder for livestock. The price for this room includes clearing the land, fertilizing the soil, and so on. At the GM’s discretion, you might discover a plot of available land that automatically counts as a Farmland at no cost.

Forge
Earnings gp or Goods +10

Benefit counts as masterwork artisan’s tools for smithing skills

Create 9 Goods, 1 Influence, 8 Labor (370 gp); Time 20 days; Size 8–16 squares

A Forge includes a hearth, an anvil, a slack tub, metalworking tools, and other appropriate materials for shaping iron and other metals. A Forge counts as masterwork artisan’s tools for up to three people working on metalworking skills such as Craft (armor) and Craft (weapons).

Game Room
Earnings gp +10 (see below)

Benefit Crime +1, Danger +10 (see below)

Create 8 Goods, 7 Labor (300 gp); Time 16 days; Size 10–20 squares

A Game Room has tables for gambling or other forms of gaming, and is often used to make wagers on blood sports or other illicit activities. The listed Earnings includes illegal gaming. If your building allows only legal gaming (whether recreational or using money), the Earnings are gp +5 (not +10) and the Benefit is Crime +0, Danger +0.

Garden
Earnings gp or Goods +8

Create 5 Goods, 4 Labor (180 gp); Time 12 days; Size 10–20 squares

Upgrades To Greenhouse

This area of carefully tended soil is fit for growing plants that require greater attention than crops, though you can use it to grow food crops if you choose.

Gatehouse
Benefit defenders get bonus on initiative and Perception checks

Create 15 Goods, 3 Influence, 12 Labor (630 gp); Time 40 days; Size 8–12 squares

Upgrades From Gauntlet, Guard Post

This defensive structure prevents access to a building. It is normally arranged so defenders have a clear line of sight to all room entrances or a clear view of all approaches to the building. It includes a strong wooden door with a good lock. You can improve this to an iron door for 500 gp. You can add a wooden portcullis for 500 gp or an iron portcullis for 1,000 gp. For an additional 80 gp, you can also count this room as a Gauntlet, allowing defenders to fall back and trap intruders here. You can construct this room in a tower layout (at no additional cost), which includes a second story that also counts as a Gatehouse. The listed price includes the cost of having unskilled employees as guards (1st-level commoners or experts with uniforms, but no armor or weapons). If the building has an Armory, these employees are armed and armored, but still mostly for show. If you want trained guards who can defend against dangerous intruders, hire professional guards or recruit a team of Guards or Soldiers. You can use a Gatehouse as a Tollbooth, which provides the same Earnings (gp or Goods +4). Any defender using the Gatehouse’s defenses gains a +1 bonus on initiative checks and on Perception checks against intruders at the Gatehouse.

Gauntlet
Benefit defenders get improved cover

Create 4 Goods, 4 Labor (160 gp); Time 10 days; Size 4–8 squares

Upgrades To Gatehouse

This is an area with murder holes or similar defenses that give defenders an advantage when attacking or spying upon intruders. It has good wooden doors with simple locks to allow defenders to trap invaders inside. Any defender using the Gauntlet’s defenses has improved cover against intruders in the Gauntlet, though these defenses limit what attacks the defenders can make. For example, a defender can shoot through a murder hole with a spell, bow, or crossbow, or can pour boiling water through it, but she can’t attack through it with an axe.

Greenhouse
Earnings gp, Goods, or Influence +12

Create 8 Goods, 7 Labor (300 gp); Time 16 days; Size 10–20 squares

Upgrades From Garden

This garden is protected by glass and has its interior climate deliberately regulated. Delicate or exotic plants raised in this area grow larger and healthier than in a normal garden. Certain types of rare plants can be raised only in a Greenhouse.

Grotto
Earnings gp or Influence +4

Create 15 Goods, 10 Labor (500 gp); Time 30 days; Size 5–10 squares

A Grotto is a naturally or artificially shaped cave in which people can live. Compared to a standard cave, a Grotto will usually boast features that make habitation more pleasant, such as door-sized openings, access to neighboring caves or water, and adequate ventilation.

Guard Post
Earnings gp or Goods +4

Benefit defenders get a bonus on initiative and Perception checks

Create 7 Goods, 2 Influence, 6 Labor (320 gp); Time 20 days; Size 6–10 squares

Upgrades From Tollbooth; Upgrades To Gatehouse

This defensive structure prevents access to a building. It is normally arranged so defenders have a clear line of sight to all room entrances or a clear view of all approaches to the building. You can construct this room in a tower layout (at no additional cost), which includes a second story that also counts as a Guard Post. The listed price includes the cost of having unskilled employees as guards (1st-level commoners or experts with uniforms, but no armor or weapons). If the building has an Armory, these employees are armed and armored, but still mostly for show. If you want trained guards who can defend against dangerous intruders, hire professional guards or recruit a team of Guards or Soldiers. Any defender using the Guard Post’s defenses gains a +1 bonus on initiative checks and on Perception checks against intruders at the Guard Post.

Habitat
Earnings gp or Influence +12

Create 18 Goods, 3 Influence, 17 Labor (790 gp); Time 40 days; Size 40–60 squares

Upgrades From Animal Pen, Stall

A Habitat houses animals. Unlike a Stall or Hatchery, a Habitat provides comfortable lodging for exotic or rare creatures. This room contains cages and walled chambers for the resident creatures, with at least one wall constructed of bars or windows to allow visitors to observe the creatures. a Habitat built to house birds is often constructed with tall poles and netting to keep the creatures from flying away.

Hatchery
Earnings gp or Goods +5

Create 4 Goods, 1 Influence, 3 Labor (170 gp); Time 10 days; Size 2–6 squares

A Hatchery is used for nesting and hatching egg-laying creatures such as birds, lizards, owlbears, or dragons. Alternatively, it can be used for fish, shellfish, or other aquatic egg-laying creatures. This room might be on the roof to allow flying creatures to come and go, or might be connected to the building on ground level. It contains cages and soft bedding to cradle the eggs, and might contain a small wood-burning stove to keep the eggs warm if parent animals aren’t available.

Infirmary
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.

Kitchen
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.

Labyrinth
Earnings gp or Influence +5

Create 15 Goods, 15 Labor (370 gp); Time 30 days; Size 40–100 squares

A Labyrinth is a walled maze, hedge maze, or simple tiled pattern on the ground that those in need of tranquility can walk for quiet meditation.

Laundry
Earnings gp or Goods +3

Benefit bonus on Fortitude saves against contracting disease

Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 2–6 squares

A Laundry contains a large vat for soaking clothes, a cauldron to heat water, washboards, drying lines, and racks and bins for dry clothes. This might be an outside area adjacent to a building. Employees and regular users of a Laundry gain a +1 bonus on Fortitude saves to resist contracting a disease while they’re in the settlement.

Lavatory
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 on Fortitude saves to resist contracting a disease while in the settlement.

Leather Workshop
Earnings gp or Goods +10

Benefit counts as masterwork artisan’s tools for leatherworking skills

Create 7 Goods, 1 Influence, 7 Labor (310 gp); Time 16 days; Size 4–10 squares

This workshop includes a sturdy table, stool, vats, drying racks, and tools designed for turning raw hides into leather. The Leather Workshop counts as masterwork artisan’s tools for up to three people creating leather goods with skills such as Craft (leather) and Craft (shoes).

Lodging
Earnings gp +12

Create 10 Goods, 1 Influence, 10 Labor (430 gp); Time 30 days; Size 20–35 squares

Upgrades From Bunks

This area is subdivided into smaller chambers and provides private housing and limited storage for up to 10 people. Each chamber typically includes one or two small beds, linens, a chamber pot, and a small table and chair. The door to the chamber is a simple wooden door with a simple lock. You may upgrade individual locks by paying the price difference between a simple lock and the desired lock.

Magical Repository
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.

Mill Room
Earnings gp or Goods +8

Create 8 Goods, 7 Labor (300 gp); Time 20 days; Size 20–30 squares

A Mill Room contains a mechanism to process grain, foodstuffs, and other raw materials. Most simple mills are powered by hand, but those powered by horses or other beasts of burden require a stable, those powered by water require running water for the water wheel, and those powered by wind require a tower.

Mystic Greenhouse
Earnings gp, Goods, Influence, or Magic +4

Benefit(s) Bonus on Charisma-based checks attempted against creatures inside

Create 8 Goods, 3 Influence, 7 Labor, 5 Magic (890 gp)

Time 20 days; Size 10–20 squares; Upgrades From Greenhouse

A Mystic Greenhouse has been specially modified to accommodate both the mundane and magical needs of supernatural plants and creatures of the plant type, making them easier to work with. In addition to the glass walls of a traditional Greenhouse, this chamber is set with devices that focus ambient magical energy to the benefit of those creatures growing inside, such as rune-inscribed plates or mirrors arranged to reflect and funnel magical energy. After a full day of exposure to the Mystical Greenhouse’s beneficial effects, creatures within become relaxed and compliant. Other creatures gain a +2 bonus on Charisma checks and Charisma-based skill checks against creatures that have spent the past 24 hours in a Mystic Greenhouse.

Nursery
Earnings gp or Influence +6

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 14 days; Size 8–16 squares

A Nursery is used to care for infants and children. It contains cribs and beds for children, toys for their entertainment, a table for changing, and cabinets for supplies.

Observation Dome
Earnings gp, Influence, or Magic +5

Benefit bonus on Knowledge (geography), Knowledge (nature), and Knowledge (planes) checks

Create 8 Goods, 9 Labor, 1 Magic (440 gp); Time 20 days; Size 10–20 squares

This elevated room is open to the sky, has a skylight, or has a retractable roof to allow you to observe the passing of celestial bodies. An Observation Dome includes shelves containing records and notes, a telescope, and other devices dedicated to celestial study. If someone spends 1 hour researching in the Observation Dome, she gains a +2 bonus on Knowledge (geography), Knowledge (nature), and Knowledge (planes) checks to answer a question about the heavens.

Office
Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 2–5 squares

Upgrades From Storage

This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.

Pit
Earnings gp or Labor +1

Create 1 Goods, 1 Labor (40 gp); Time 2 days; Size 1–5 squares

This is a place to dump things no longer needed. It can be used to contain refuse, dangerous waste, and piles of junk, or as a mass graveyard, communal latrine, or crude surface well. a typical pit is 5–15 feet deep with steep sides.

Printer
Earnings gp, Goods, Influence, or Labor +8

Benefit counts as masterwork artisan’s tools for writing and printing skills

Create 9 Goods, 2 Influence, 7 Labor (380 gp); Time 20 days; Size 5–16 squares

Upgrades From Scriptorium

This specialized workshop contains a printing press, storage for paper, and drying racks for finished books and pamphlets. Up to three people can use the room at a time.

Rangelands
Earnings gp or Goods +15

Create 100 Goods (2,000 gp); Time 365 days; Size 300–500 squares

Rangelands are vast, unfenced areas of natural terrain that can be used to run large herds of cattle such as aurochs, horses, and sheep. While Rangelands can produce a significant profit, they involve a major investment of time and effort to maintain long enough for the herd to produce new livestock, as well as for livestock born in previous years to grow enough to be butchered, sheared, or otherwise harvested. Rangelands are different from pastures or farmlands in that they contain only native, local plant life, rather than crops placed to make them more effective grazing lands. Small communities often depend on Rangelands as their primary sources of income, and it is not uncommon for tribes to go to war over control of local Rangelands.

Reliquary
Earnings gp or Influence +5

Benefit bonus on Knowledge (religion) checks relating to its contents

Create 4 Goods, 4 Labor, 1 Magic (260 gp); Time 12 days; Size 1–4 squares

Upgrades To Vault

A Reliquary is built to securely store religious artifacts, and dedicated to a specific deity or philosophy. It contains shelves to house the items, special display cases to protect them, and sometimes chairs and tables to allow study. It’s secured by a strong wooden door or grating with a good lock. Unlike a Vault, a Reliquary is intended to allow people to observe its contents. When stocked with relics appropriate to the chosen deity or philosophy, the room grants a +1 bonus on Knowledge (religion) checks relating to the history, powers, and purpose of those relics.

Reservoir System
Earnings gp, Influence, or Labor +10

Create 10 Goods, 10 Labor (400 gp); Time 40 days; Size 25–50 squares (though individual pools can be smaller)

A Reservoir System is a series of interconnected pools or tanks meant to collect and hold water from rains, springs, and other natural sources to act as a resource for plumbing networks or a source of water during times of drought. The pools are sealed to minimize water loss from evaporation and absorption into the surrounding ground, so the Reservoir System can be relied on throughout an entire dry season.

Sanctum
Benefit bonus on one Will save

Create 2 Goods, 1 Influence, 1 Labor, 1 Magic (190 gp); Time 6 days; Size 1–4 squares

This is a basic room with simple and pleasing decorations, clean lines, and a calming environment perfect for meditation, prayer, and solitude. a person who spends at least 4 hours in a Sanctum doing nothing other than praying or meditating gains a +1 bonus on Will saves. This bonus ends once the person leaves the settlement or after the first time she attempts a Will save.

Sauna
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 from negative levels. This bonus goes away after 24 hours.

Scriptorium
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).

Scrying Room
Earnings gp or Influence +2

Benefit increases the DC of scrying effects

Create 6 Goods, 1 Influence, 5 Labor, 3 Magic (550 gp); Time 16 days; Size 4–16 squares

A Scrying Room is built to be a quiet place for scrying, seances, and similar divinations. It contains a table, chairs, and either a pool of water (at no additional cost) or a suitable focus object for a scrying spell (for an additional 1,000 gp). A caster using scrying, locate creature, or a similar targeted divination from here increases the spell’s DC by 1.

Secret Room
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).

Sewer Access
Create 2 Goods, 1 Influence, 2 Labor (110 gp); Time 4 days; Size 4–6 squares

A Sewer Access might be a tunnel or room, or something as simple as a sturdy trap door in the floor. Constructing it requires a settlement with a sewer or septic system, and connects some part of the building to that system. You can use this as an Escape Route, but only to get to and from the sewer. The door to the sewer is a strong wooden door with a good lock. For an additional 500 gp, it has an iron door instead. If you have a Lavatory and Sewer Access, you may automatically connect the Lavatory to the sewer with indoor plumbing.

Sewing Room
Earnings gp, Goods, or Influence +10

Benefit counts as masterwork artisan’s tools for one Craft skill

Create 8 Goods, 7 Labor (300 gp); Time 16 days; Size 6–12 squares

A Sewing Room is used for designing heraldry and making cloth garments, tapestries, blankets, carpets, linens, and other textiles. It contains a loom; a spinning wheel; tapestry frames; shelves for fabric; worktables; and tools for spinning, weaving, and sewing. Up to three people can use the room at once; gaining the benefit of masterwork artisan’s tools for skills such as Craft (cloth) and Craft (clothing), and for related skills such as Craft (baskets).

Shack
Create 3 Goods, 2 Labor (100 gp); Time 3 days; Size 2–4 squares

Upgrades To Lavatory, Storage

This no-frills wooden shelter contains a simple table, pallet bed, and stool. One person can build a shack with simple tools and basic materials. For an additional 1 point of Goods and 2 points of Labor, you can construct a brick or stone hut instead of a wooden shack.

Sitting Room
Earnings Influence +4

Benefit bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks

Create 12 Goods, 12 Labor (480 gp); Time 24 days; Size 6–10 squares

This is a room used for meeting and entertaining in a relaxed, comfortable setting, such as a den, dining room, or smoking room. It has furnishings appropriate to its function (chairs for a sitting room, table and chairs for a dining room, and so on). By spending an hour conversing with guests in a social manner, the host of the room gains a +1 bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks to influence or learn about those guests for the next 24 hours.

Sports Field
Earnings gp or Influence +10

Create 17 Goods, 3 Influence, 18 Labor (790 gp); Time 20 days; Size 40–100 squares

Upgrades From Battle Ring

This outdoor area is used for jousting, athletics, war games, and other sports. a Sports Field contains a playing area, seats for spectators and equipment for one type of game.

Stall
Earnings gp, Goods, or Labor +8

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days; Size 6–16 squares

Upgrades To Habitat

A Stall is a place to keep 1–2 horses or other Large domestic animals. It contains gates, feed troughs, feed, and straw.

Statue
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.

Storage
Earnings gp +2

Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 4–8 squares

Upgrades From False Front, Shack; Upgrades To Office, Vault

Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.

Storefront
Earnings capital +5 (of a type the building already generates)

Create 5 Goods, 1 Influence, 3 Labor (190 gp); Time 12 days; Size 2–4 squares

Upgrades From False Front

This is a simple storefront, holding a wooden counter, a ledger, shelves, and other necessities to run a business.

Summoning Chamber
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 Intimidate checks to influence or bargain with a creature called or summoned here.

Throne Room
Earnings Influence +15

Benefit bonus on Bluff, Diplomacy, and Intimidate, Knowledge (local), and Perform checks

Create 25 Goods, 5 Influence, 25 Labor, 5 Magic (1,650 gp); Time 40 days; Size 40–80 squares

Upgrades From Ceremonial Room, Common Room

A Throne Room is used to receive important visitors, such as nobles. The room contains a throne, various decorations, and a few seats for visitors. By spending an hour conversing with visitors, the host of the room gains a +1 bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks to influence or learn about those guests for the next 24 hours.

Tollbooth
Earnings gp or Goods +4

Create 2 Goods, 1 Influence, 2 Labor (110 gp); Time 6 days; Size 1–5 squares

Upgrades To Guard Post

A Tollbooth is a small shelter designed to restrict movement on a road or bridge so the owner can collect fees from travelers. If this room is built near a settlement, it requires 1 point of Influence per day to maintain — or might be illegal, depending on the settlement.

Torture Chamber
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.

Trap
Benefit see below

Cost see below; Time see below Size 1–4 squares

This can be a specific room in a building or an augmentation to another room. A Trap room might appear empty or it might be decorated to appear to be harmless in order to lure a target into the trap. A Trap costs are explained in Mechanical Trap Costs and the following sections, and building one uses the crafting rules, though you may spend Goods and Labor toward this cost.

Trophy Room
Earnings gp or Influence +5

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days; Size 4–20 squares

This is a place to hang trophies from your adventures, such as stuffed monster heads, rare paintings, strange statues, and old magic items you don’t need any more. Because of the display cases and clutter, this room isn’t much good for anything else, though it might include chairs or benches to allow people to sit while they admire your treasures. If you want to use your trophies to decorate another room instead of placing them in their own room, construct the Furnishings augmentation instead. A Museum makes money by charging visitors or sponsors to view items like these.

Vault
Create 8 Goods, 7 Labor (300 gp); Time 16 days; Size 4–8 squares

Upgrades From Reliquary, Storage; Upgrades To Secret Room

This is a secure room designed to keep out intruders. The access to this space is controlled by an iron door with a good lock. If you upgrade this room to a Secret Room, the door retains its material and lock and also becomes a secret door.

War Room
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.

Watering Hole
Earnings gp, Goods, or Influence +8

Create 10 Goods, 3 Influence, 5 Labor (200 gp); Time 25 days; Size 30–50 squares

A Watering Hole provides bathing and drinking water for animals and traveling caravans. In addition to the pool of water itself, the Watering Hole also provides open space around it where animals can gather and rest. The pool can be a modified natural pond or spring, or it may be an artificially constructed pool that maximizes shore space around which animals can gather. Watering Holes often attract predators, which must be driven off or killed.

Workstation
Earnings gp, Goods, or Influence +8

Benefit counts as masterwork artisan’s tools for one Craft or Profession skill

Create 8 Goods, 7 Labor (300 gp); Time 16 days; Size 8–16 squares

This includes a table, chair, and appropriate masterwork artisan’s tools for one Craft or Profession skill you choose when you build the room. For example, if intended for a carpenter, it has clamps, saws, nails, hammers, and a sturdy worktable. Up to three people can use the room at a time.

Room Augmentations

Augmentations modify a room to be more productive, durable, or useful. Augmentations are permanent and can’t be removed. If you upgrade a room you have augmented, the augmentation carries over to the upgrade, but the augmentation’s cost isn’t considered when you look at the difference between the base and upgrade room.

You can put more than one augmentation in a room, as long as they aren’t the same augmentation.

Arboreal (Augmentation)
Create 6 Goods, 2 Influence, 6 Labor (300 gp); Time 15 days; Size As original room +9 spaces

Earnings Influence +2

Benefit(s) Room is raised above ground

This augmentation integrates a room into a large, sturdy tree or trees, raising the structure off the ground by one or two stories and wrapping the habitable space in or around the tree trunks.

Usually, a room with this augmentation will have branches weaving through the room as the tree grows.

Attuned (Augmentation)
Create 5 Goods, 5 Labor, 3 Magic (500 gp); Time 20 days; Size As original room

Benefit(s) Allows the room to be affected by certain nature-related spells

This augmentation integrates a room into the surrounding natural environment, putting the space into symbiosis with the local ecosystems. An Attuned room in a forest can be built amid great trees that act as some of the primary walls, while an Attuned room in a desert might be built to help foster the growth of desert plants. Once this augmentation is completed, the room is considered to be representative of the local flora for purposes of spells such as entangle or spike growth.

Fortification (Augmentation)
Benefit increases room’s durability

Create 8 Goods, 7 Labor (300 gp); Time 30 days; Size As original room

This upgrade can be applied to any room, reinforcing walls, improving doors, and treating or replacing flammable materials. Upon buying this upgrade, the room’s walls have their hardness increased by +2, the doors are improved to strong wooden doors (hardness 5, hit points 20), and walls and floors gain fire resistance 5. This upgrade doesn’t affect items within the room (for example, upgrading a Book Repository affects the structure, not the books within it).

Furnishings (Augmentation)
Earnings +5 on the room’s check to generate capital

Create 9 Goods, 6 Labor (300 gp); Time 20 days; Size as original room

This upgrade adds fancy furnishings to one room, such as wooden paneling, marble floors, fine ceramic teacups, lifelike paintings, and canopies for beds. The decoration is appropriate to the nature of the room and building. For example, if applied to a Bar frequented by soldiers, it includes patriotic heraldry and placards memorializing war heroes.

Trap (Augmentation)
Adding a Trap augmentation to a room costs the same as adding a dedicated Trap room; see the Trap room.

Teams

You can recruit the following teams and combine them to create a variety of organizations.

Acolyte
Earnings gp, Influence, or Magic +4

Create 2 Goods, 2 Influence, 2 Labor, 3 Magic (440 gp); Time 3 days; Size 1 person

Upgrades To Priest, Sage

An Acolyte is a newly trained divine spellcaster, sufficient for tending to the sick or advising on religious matters. An Acolyte is typically a 1st-level adept, cleric, druid, or oracle, with light armor (or no armor if an adept) and a weapon appropriate to her faith.

Apprentice
Earnings gp, Influence, or Magic +4

Create 2 Goods, 2 Influence, 1 Labor, 4 Magic (520 gp); Time 3 days; Size 1 person

Upgrades To Mage, Sage

An Apprentice is a newly-trained arcane spellcaster, sufficient for helping with magical rituals, generating flashy effects, or advising on magical matters. An Apprentice is typically a 1st-level bard, sorcerer, summoner, witch, or wizard.

Archers
Earnings gp, Influence, or Labor +6

Create 4 Goods, 3 Influence, 7 Labor (310 gp); Time 4 days; Size 5 people

Upgrades To Elite Archers; Upgrades From Soldiers

Archers are soldiers trained to use projectile weapons. They are typically 1st-level warriors, each with scale mail, a longbow, a buckler, and a longsword.

Bureaucrats
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).

Cavalry
Earnings gp, Influence, or Labor +7

Create 8 Goods, 3 Influence, 8 Labor (410 gp); Time 6 days; Size 5 people

Upgrades From Elite Soldiers, Soldiers; Upgrades To Cavalry Archers

Cavalry are soldiers trained to ride mounts in combat. They are typically 3rd-level warriors, each equipped with breastplate armor, a longsword, a lance, and a heavy steel shield and riding a combat-trained light horse.

Cavalry Archers
Earnings gp, Influence, or Labor +8

Create 9 Goods, 3 Influence, 10 Labor (470 gp); Time 7 days; Size 5 people

Upgrades From Cavalry, Elite Archers

Cavalry Archers are soldiers trained to ride mounts and use ranged weapons in combat before closing to melee. They are typically 3rd-level warriors, each equipped with breastplate armor, a short bow, a longsword, a lance, and a heavy steel shield and riding a combat-trained light horse.

Craftspeople
Earnings gp, Goods, or Labor +4

Create 3 Goods, 2 Influence, 4 Labor (200 gp); Time 2 days; Size 3 people

Craftspeople are trained in a particular Craft or Profession skill and make a living using that skill. Examples of this team are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter is a 4th-level expert with 4 ranks each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement.

Cutpurses
Earnings gp, Goods, or Labor +3

Create 3 Influence, 1 Labor (110 gp); Time 1 day Size 5 people

Upgrades To Robbers

Cutpurses are minor thieves (often youths) who earn money from petty crimes such as pickpocketing or stealing items from market stalls. They are typically 1st-level commoners, experts, or rogues with 1 rank in Perception, Sleight of Hand, and Stealth.

Driver
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 expert with ranks in Handle Animal, Knowledge (geography), Profession (driver), Ride, and Survival.

Elite Archers
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.

Elite Guards
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 Soldiers
Earnings gp, Influence, or Labor +6

Create 5 Goods, 3 Influence, 7 Labor (330 gp); Time 5 days; Size 5 people

Upgrades From Elite Guards, Soldiers; Upgrades To Cavalry, Elite Archers

Like Soldiers, this team will take aggressive action and seek out your enemies to kill them. An Elite Soldiers team consists of 3rd-level warriors, each wearing a chain shirt or banded mail and using a guisarme, a halberd, or a heavy steel shield and a shortspear.

Guards
Earnings gp, Influence, or Labor +2

Create 2 Goods, 3 Labor (100 gp); Time 1 day Size 5 people

Upgrades From Laborers; Upgrades To Elite Guards, Soldiers

Guards train to watch over a person or location and defend that person or location if necessary. Unlike soldiers, guards are not expected to seek out trouble or take an aggressive role. Their purpose is to intimidate casual threats into leaving and defend against active threats. Each guard is typically a 1st-level warrior wearing scale mail and using either a glaive or a heavy wooden shield and shortspear.

Laborers
Earnings gp or Labor +2

Create 1 Influence, 2 Labor (70 gp); Time 0 days; Size 5 people

Upgrades To Drivers, Guards, Lackeys, Sailors, Scofflaws

Laborers are unskilled workers who carry out basic orders. In most cases, their work is physical labor, though you may recruit laborers for specialized tasks such as begging for your thieves’ guild, being professional mourners for your cult, or filling out the cast of a theater performance. They are typically 1st-level commoners with no ranks in Craft or Profession.

Lackeys
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.

Mage
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.

Priest
Earnings gp, Influence, or Magic +7

Create 3 Goods, 3 Influence, 3 Labor, 6 Magic (810 gp); Time 7 days; Size 1 person

Upgrades From Acolyte

A Priest is a skilled but unremarkable divine spellcaster, typically a 3rd-level adept, cleric, druid, or oracle, with light armor (or no armor, if an adept) and a weapon appropriate to her faith.

Robbers
Earnings gp, Goods, or Influence +4

Create 1 Goods, 4 Influence, 3 Labor (200 gp); Time 3 days; Size 5 people

Upgrades From Cutpurses

Robbers are expert thieves who commit burglary, robbery, and other violent crimes for profit. a typical robber is a 3rd-level expert or rogue with 3 ranks each in Climb, Disable Device, Intimidate, Perception, and Stealth.

Sage
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.

Sailors
Earnings gp, Goods, or Labor +2

Create 1 Goods, 1 Influence, 2 Labor (90 gp); Time 0 days; Size 5 people

Upgrades From Laborers

Sailors know how to sail a ship, navigate while at sea, and defend the vessel against pirates and other hostile boarders. A typical sailor is a 2nd-level expert with 2 ranks each in Acrobatics, Climb, Perception, Profession (sailor), Survival, and Swim.

Scofflaws
Earnings gp, Goods, or Influence +2

Create 3 Influence, 2 Labor (130 gp); Time 1 day Size 5 people

Upgrades From Laborers; Upgrades To Bureaucrats

Scofflaws provide illegal but consensual services such as gambling, moonshining, or underground fighting. Note that other kinds of teams might perform these services (you could recruit a Laborers team to work as prostitutes or a Guards team to run an arena, for example), but this kind of team is skilled at these tasks.

Skirmishers
Source Heroes of the Wild

Earnings gp, Influence, or Labor +6

Create 5 Goods, 4 Influence, 7 Labor (360 gp); Time 6 days; Size 5 people; Upgrades From Archers, Guards, Robbers, or Soldiers

Skirmishers are teams of archers and soldiers trained in the ambush, scouting, and stealth tactics necessary for operating in areas heavy with vegetation or other non-uniform terrain. They are typically 3rd-level warriors equipped with leather armor, a longbow or shortbow, and a handaxe or short sword. The team also has necessary equipment for travel in one type of wilderness environment.

Soldiers
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.

Stewards
Source Heroes of the Wild

Earnings gp, Goods, or Labor +4

Create 2 Goods, 2 Influence, 4 Labor (180 gp); Time 3 days; Size 5 people; Upgrades From Laborers

Stewards are workers who specialize in caring for land with consideration for the local wildlife as well as any civilized inhabitants. Most stewards are 3rd-level experts with ranks in Knowledge (nature), Perception, and Profession (gardener).

Stewards may be trained professionals or common workers who have gained experience over time.


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Buildings
Below are example buildings and their component rooms. Note that many of these buildings can also be found in the kingdom-building rules.

Academy
Create 120 Goods, 16 Influence, 109 Labor, 3 Magic (5,360 gp)

Rooms 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue

An institution of higher learning.

Alchemist
Create 48 Goods, 2 Influence, 41 Labor, 1 Magic (1,940 gp)

Rooms 1 Alchemy Lab, 1 Bedroom, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront

The laboratory and home for a creator of potions, poisons, and alchemical items.

Arena
Create 109 Goods, 20 Influence, 96 Labor, 1 Magic (4,800 gp)

Rooms 1 Bar, 1 Bath, 4 Battle Rings, 1 Game Room, 1 Infirmary, 1 Lavatory, 1 Office, 1 Storage, 1 Storefront

A large public structure for competitions, demonstrations, team sports, or bloodsports.

Bandit Camp, Large
Create 99 Goods, 19 Influence, 96 Labor, 1 Magic (4,270 gp)

Rooms 1 Animal Pen, 1 Archery Range*, 1 Armory, 6 Blinds*, 1 Cell, 1 Courtyard, 1 Forge, 1 Garden, 1 Grotto*, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Pit, 1 Stall, 1 Storage

This semipermanent camp includes a few simple wooden structures hidden from the view of prying eyes by Blinds, allowing dozens of bandits to operate in the wilderness year-round with relative security.

Bank
Create 39 Goods, 3 Influence, 35 Labor (1,570 gp)

Rooms 1 Guard Post, 2 Offices, 1 Secret Room, 1 Storefront, 2 Vaults

A secure building for storing coins and valuables, and for making loans to those in need.

Bardic College
Create 107 Goods, 13 Influence, 109 Labor, 1 Magic (4,810 gp)

Rooms 1 Auditorium, 2 Baths, 1 Bedroom, 1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue, 1 Storage

A center for artistic learning in the visual and performing arts, literature, music, and lore.

Barracks
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.

Black Market
Create 53 Goods, 6 Influence, 48 Labor (2,200 gp)

Rooms 1 Armory, 1 Cell, 1 Escape Route, 1 False Front, 1 Guard Post, 1 Office, 1 Secret Room, 1 Storage, 1 Vault

A secret shop that buys and sells a variety of shady, dangerous, and illicit wares.

Brewery
Create 36 Goods, 3 Influence, 32 Labor (1,450 gp)

Rooms 1 Bar, 1 Brewery, 1 Kitchen, 1 Office, 2 Storages, 1 Workstation

A building for beer and ale brewing, winemaking, distilling, or some similar use.

Bureau
Create 55 Goods, 6 Influence, 52 Labor, 1 Magic (2,420 gp)

Rooms 1 Book Repository, 1 Lavatory, 4 Offices, 2 Scriptoriums, 1 Sitting Room, 2 Storages

A large warren of offices for clerks and record-keepers working for a guild or government.

Caster’s Tower
Create 88 Goods, 9 Influence, 81 Labor, 11 Magic (4,750 gp)

Rooms 1 Artisan’s Workshop, 1 Bath, 1 Bedroom, 1 Cell, 1 Ceremonial Room, 1 Kitchen, 1 Lavatory, 1 Magical Repository, 1 Office, 1 Scriptorium, 1 Scrying Room, 1 Sitting Room, 1 Storage

The home and laboratory for a spellcaster.

Castle
Create 165 Goods, 31 Influence, 148 Labor, 2 Magic (7,390 gp)

Rooms 2 Armories, 3 Bedrooms, 2 Bunks, 1 Cell, 1 Courtyard, 1 Crypt, 4 Defensive Walls, 1 Drawbridge, 1 Escape Route, 1 Garden, 1 Gatehouse, 1 Gauntlet, 1 Kitchen, 1 Lavatory, 1 Office, 1 Sitting Room, 1 Stall, 2 Storages

An elaborate fortified home, a noble’s retreat, or the heart of a settlement’s defenses.

Cathedral
Create 91 Goods, 12 Influence, 84 Labor, 11 Magic (4,960 gp)

Rooms 1 Altar, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Cell, 1 Ceremonial Room, 1 Confessional, 1 Courtyard, 1 Crypt, 1 Garden, 1 Office, 1 Reliquary, 1 Sanctum, 1 Sitting Room, 1 Statue, 1 Storage

A center of religious and spiritual leadership.

Courthouse
Create 43 Goods, 2 Influence, 41 Labor, 1 Magic (1,840 gp)

Rooms 1 Book Repository, 2 Cells, 1 Common Room, 2 Offices, 1 Sitting Room

A building where cases are heard and disputes resolved according to the rule of law by generally impartial justices.

Dance Hall
Create 53 Goods, 1 Influence, 53 Labor (2,150 gp)

Rooms 1 Ballroom, 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Sitting Room, 1 Storage

An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Druid’s Grove
Create 109 Goods, 19 Influence, 100 Labor, 10 Magic (5,750 gp)

Rooms 1 Altar, 2 Arboreal* (Altar and Sanctum), 1 Attuned* (Courtyard), 1 Courtyard, 2 Defensive Walls, 1 Garden, 1 Mystic Greenhouse*, 1 Grotto*, 2 Habitats, 1 Kitchen, 1 Lavatory, 1 Sanctum, 1 Sauna

This is a refuge in the wild where spellcasters tied to nature can enjoy shelter and practice their crafts in outdoor surroundings.

Most Druid’s Groves serve primarily as places of worship, but they can also act as military strongholds for druids operating in wildernesses with particularly dangerous fauna, or who find themselves at odds with local settlements and governments.

Exotic Artisan
Create 44 Goods, 1 Influence, 41 Labor (1,730 gp)

Rooms 1 Artisan’s Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront

The workshop and home for a creator of magic items, a fireworks maker, a glassblower, or the like.

Farm
Create 53 Goods, 1 Influence, 50 Labor (2,090 gp)

Rooms 1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room

A small family farm or ranch.

Fort
Create 136 Goods, 25 Influence, 124 Labor, 1 Magic (6,050 gp)

Rooms 2 Armories, 1 Bedroom, 2 Bunks, 1 Cell, 1 Common Room, 1 Courtyard, 3 Defensive Walls, 1 Dojo, 2 Fortifications (in the Common Room and Gatehouse), 1 Gatehouse, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage, 1 War Room

A fortified outpost for bandits, mercenaries, soldiers, or dangerous humanoids.

Garrison
Create 126 Goods, 32 Influence, 112 Labor, 1 Magic (5,820 gp)

Rooms 4 Armories, 2 Bedrooms, 4 Bunks, 1 Common Room, 1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory, 2 Offices, 2 Storages

A large building to house armies, train guards, and recruit militias; it is larger and more versatile than a Barracks.

Granary
Create 30 Goods, 30 Labor (1,200 gp)

Rooms 10 Storages

A place to store grain and food.

Graveyard
Create 18 Goods, 12 Influence, 19 Labor, 5 Magic (1,600 gp)

Rooms 3 Burial Grounds, 1 Crypt, 1 Statue

A plot of land where the dead are buried and honored.

Guildhall
Create 67 Goods, 66 Labor (2,660 gp)

Rooms 1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret Room, 1 Sitting Room, 2 Storages, 3 Workstations

The headquarters for a guild or similar organization.

Herbalist
Create 52 Goods, 1 Influence, 48 Labor (2,030 gp)

Rooms 1 Artisan’s Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront

The workshop and home of a gardener, healer, poisoner, or potion crafter.

Hospital
Create 45 Goods, 4 Influence, 43 Labor, 2 Magic (2,080 gp)

Rooms 1 Bath, 1 Common Room, 2 Infirmaries, 1 Lavatory, 1 Office, 1 Statue, 1 Storage, 1 Storefront, 1 Workstation

A building designated as a place for healing the sick.

House
Create 32 Goods, 1 Influence, 31 Labor (1,290 gp)

Rooms 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage

A small cottage that can house up to two adults or a new family.

Inn
Create 52 Goods, 5 Influence, 47 Labor (2,130 gp)

Rooms 1 Bar, 1 Bath, 1 Bedroom, 1 Common Room, 1 Kitchen, 1 Lavatory, 1 Lodging, 1 Stall, 1 Storefront

A place for visitors to stay and rest.

Jail
Create 40 Goods, 5 Influence, 33 Labor (1,610 gp)

Rooms 4 Cells, 1 Guard Post, 1 Office, 1 Storage, 1 Torture Chamber

A fortified structure for confining criminals.

Library
Create 29 Goods, 4 Influence, 28 Labor, 2 Magic (1,460 gp)

Rooms 2 Book Repositories, 1 Common Room, 1 Office, 1 Storage

A large building containing an archive of books.

Luxury Store
Create 28 Goods, 1 Influence, 22 Labor (1,030 gp)

Rooms 1 Furnishings (Storefront), 1 Office, 1 Storage, 1 Storefront, 1 Vault

A shop that specializes in expensive wares and luxuries.

Magic Shop
Create 40 Goods, 1 Influence, 33 Labor, 1 Magic (1,590 gp)

Rooms 1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults

A shop that specializes in buying and selling magic items, spells, and magical remedies.

Magical Academy
Create 121 Goods, 17 Influence, 110 Labor, 5 Magic (5,630 gp)

Rooms 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Magical Repository, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue

An institution for training students in the magical arts.

Mansion
Create 132 Goods, 4 Influence, 120 Labor (5,160 gp)

Rooms 1 Bar, 1 Bath, 4 Bedrooms, 1 Escape Route, 2 Furnishings (Bedroom and Sitting Room), 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Lodging, 1 Office, 1 Secret Room, 2 Sitting Rooms, 1 Stall, 2 Storages

A huge manor housing a rich family and its servants.

Menagerie
Create 200 Goods, 33 Influence, 188 Labor (8,750 gp)

Rooms 2 Animal Pens, 1 Courtyard, 4 Defensive Walls, 1 Farmland, 1 Guard Post, 6 Habitats, 1 Hatchery, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Stall, 2 Storages, 1 Storefront

A large park stocked with exotic animals and magical beasts.

Military Academy
Create 142 Goods, 16 Influence, 129 Labor, 2 Magic (6,100 gp)

Rooms 1 Armory, 1 Bath, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Cell, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Dojo, 1 Greenhouse, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Lodging, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue, 1 Storage, 1 War Room

An institution dedicated to the study of war and the training of elite soldiers and officers.

Mill
Create 17 Goods, 16 Labor (660 gp)

Rooms 1 Mill Room, 1 Office, 2 Storages

A building used to cut lumber or grind grain.

Mint
Create 49 Goods, 2 Influence, 45 Labor (1,940 gp)

Rooms 1 Artisan’s Workshop, 1 Fortification (Vault), 1 Guard Post, 1 Lavatory, 1 Office, 1 Storage, 2 Vaults

A secure building where coinage is minted and standard weights and measures are kept.

Monastery
Create 58 Goods, 15 Influence, 53 Labor, 6 Magic (3,270 gp)

Rooms 1 Altar, 1 Bath, 1 Book Repository, 1 Bunks, 1 Courtyard, 1 Crypt, 1 Garden, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Office, 2 Sanctums, 1 Scriptorium

A cloister for meditation and study.

Monument
Create 10 Goods, 8 Labor (360 gp)

Rooms 1 Furnishings (Statue), 1 Statue

A statue of a famous person, a memorial for fallen warriors, or a public display of art.

Museum
Create 47 Goods, 5 Influence, 43 Labor, 1 Magic (2,050 gp)

Rooms 1 Guard Post, 1 Office, 1 Reliquary, 2 Statues, 2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault

A place to display art and artifacts both modern and historical.

Noble Villa
Create 218 Goods, 16 Influence, 204 Labor (8,920 gp)

Rooms 1 Bar, 1 Bath, 4 Bedrooms, 2 Courtyards, 4 Defensive Walls, 1 Escape Route, 2 Furnishings (Bedroom and Sitting Room), 1 Garden, 1 Gatehouse, 1 Kitchen, 1 Labyrinth, 1 Laundry, 1 Lavatory, 1 Lodging, 2 Offices, 2 Secret Rooms, 2 Sitting Rooms, 1 Stall, 1 Statue, 2 Storages, 1 Trophy Room, 1 Vault

A sprawling manor with luxurious grounds.

Observatory
Create 32 Goods, 4 Influence, 31 Labor, 2 Magic (1,580 gp)

Rooms 1 Book Repository, 1 Lavatory, 1 Observation Dome, 1 Office, 1 Scriptorium, 1 Storage

A high dome or tower with optical devices for viewing the heavens.

Orphanage
Create 63 Goods, 7 Influence, 62 Labor, 1 Magic (2,810 gp)

Rooms 1 Bedroom, 1 Bunks, 1 Classroom, 1 Common Room, 1 Courtyard, 1 Infirmary, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Nursery, 1 Office, 2 Storages

A place for taking care of a large number of orphans.

Palace
Create 453 Goods, 42 Influence, 421 Labor, 9 Magic (19,640 gp)

Rooms 1 Altar, 1 Ballroom, 1 Bar, 2 Baths, 6 Bedrooms, 1 Bunks, 1 Cell, 1 Common Room, 2 Courtyards, 1 Crypt, 6 Defensive Walls, 1 Escape Route, 6 Furnishings (in the Ballroom, 2 Bedrooms, Office, Sitting Room, and the Throne Room), 1 Garden, 1 Gatehouse, 2 Kitchens, 1 Labyrinth, 1 Laundry, 2 Lavatories, 2 Lodgings, 2 Offices, 1 Sanctum, 3 Secret Rooms, 3 Sitting Rooms, 1 Sports Field, 4 Stalls, 2 Statues, 6 Storages, 1 Throne Room, 1 Trophy Room, 2 Vaults, 1 War Room

A grand edifice and grounds demonstrating wealth, power, and authority to the world.

Pier
Create 22 Goods, 3 Influence, 20 Labor (930 gp)

Rooms 1 Animal Pen, 1 Dock, 1 Office, 2 Storages

Warehouses and workshops for docking ships and handling cargo and passengers.

Redoubt
Create 107 Goods, 15 Influence, 98 Labor, 6 Magic (5,150 gp)

Rooms 1 Armory, 1 Arboreal* (Guard Post), 2 Attuned* (2 Defensive Walls), 1 Bunk, 1 Cistern, 1 Common Room, 2 Defensive Walls, 1 Fortification (Guard Post), 1 Grotto*, 1 Guard Post, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage, 1 War Room

The reinforced, highly defensible structures built into the natural terrain known as Redoubts are often constructed to take advantage of locations such as cave entrances, mountain passes, or river fords. Communities may build Redoubts as defensive positions in times of war when their farms and towns can’t be defended effectively. Lords trying to tame and control newly claimed lands often make the construction of a Redoubt their first order of business as a temporary measure until a keep or larger fortification can be built.

School
Create 58 Goods, 5 Influence, 53 Labor (2,370 gp)

Rooms 1 Bell Tower, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Kitchen, 1 Lavatory, 1 Office, 2 Storages, 1 Workstation

A place for educating children and young adults.

Shop
Create 14 Goods, 1 Influence, 12 Labor (550 gp)

Rooms 1 Lavatory, 1 Office, 1 Storage, 1 Storefront

A general store.

Shrine
Create 3 Goods, 1 Influence, 4 Labor, 1 Magic (270 gp)

Rooms 1 Altar, 1 Statue

A shrine, idol, sacred grove, or similar holy site.

Smithy
Create 18 Goods, 1 Influence, 17 Labor (730 gp)

Rooms 1 Forge, 1 Office, 2 Storages

An armorsmith, blacksmith, or weaponsmith.

Stable
Create 42 Goods, 3 Influence, 39 Labor (1,710 gp)

Rooms 1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage

A structure for housing or selling horses and other mounts.

Stockyard
Create 42 Goods, 4 Influence, 37 Labor (1,700 gp)

Rooms 4 Animal Pens, 1 Lavatory, 1 Office, 1 Pit, 1 Storage, 1 Workstation

Barns and pens where herd animals are stored and prepared for nearby slaughterhouses.

Tannery
Create 20 Goods, 1 Influence, 20 Labor (830 gp)

Rooms 1 Laundry, 1 Lavatory, 1 Leather Workshop, 1 Office, 1 Pit, 1 Storage

A structure where workers prepare hides and leather.

Tavern
Create 22 Goods, 1 Influence, 22 Labor (910 gp)

Rooms 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Storage

An eating or drinking establishment.

Temple
Create 28 Goods, 2 Influence, 29 Labor, 2 Magic (1,400 gp)

Rooms 1 Altar, 1 Bedroom, 1 Common Room, 1 Confessional, 1 Office, 1 Sanctum, 1 Statue, 1 Storage

A large place of worship dedicated to a deity.

Tenement
Create 41 Goods, 16 Influence, 41 Labor (2,120 gp)

Rooms 4 Bunks, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage

A flophouse for housing a large number of people who pay low rent.

Theater
Create 41 Goods, 2 Influence, 46 Labor (1,800 gp)

Rooms 1 Auditorium, 1 Lavatory, 1 Office, 1 Secret Room, 2 Storages, 1 Storefront

A venue for entertainment such as plays, operas, and concerts.

Town Hall
Create 23 Goods, 2 Influence, 23 Labor (980 gp)

Rooms 1 Common Room, 1 Lavatory, 1 Office, 1 Scriptorium, 1 Storage

A public venue for holding town meetings, with storage for town records.

Trade Shop
Create 19 Goods, 1 Influence, 16 Labor (730 gp)

Rooms 1 Lavatory, 1 Storage, 1 Storefront, 1 Workstation

A shop front for a tradesperson such as a baker or butcher.

Treehouse
Create 78 Goods, 12 Influence, 76 Labor (3,440 gp)

Rooms 6 Arboreal* (2 Bedrooms, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage), 2 Bedrooms, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 2 Storages, 1 Pit

Treehouse strongholds are particularly popular among small communities living in wildernesses so dangerous that sleeping on the ground is never safe. Such groups craft residences sized for one or two families into the boughs of neighboring trees, with bridges connecting the individual structures.

Treehouses are also popular among scouts and ranger organizations who wish to maintain a permanent presence in the wild but do not wish to be easily found. The most well-established ranger strongholds combine thick walls with the advantage of high ground, adding six Fortification augmentations at an additional cost of 48 Goods and 42 Labor, or 1,800 gp.

University
Create 94 Goods, 10 Influence, 88 Labor, 2 Magic (4,140 gp)

Rooms 1 Bath, 1 Bell Tower, 1 Book Repository, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue

An institution of higher learning.

Watchtower
Create 35 Goods, 9 Influence, 25 Labor (1,470 gp)

Rooms 1 Armory, 1 Bell Tower, 1 Gatehouse

A tall structure that serves as a guard post.

Waterfront
Create 63 Goods, 10 Influence, 56 Labor (2,680 gp)

Rooms 2 Animal Pens, 4 Docks, 1 Office, 4 Storages, 1 Workstation

A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.

Witch Hut
Create 111 Goods, 4 Influence, 105 Labor, 23 Magic (7,500 gp)

Rooms 1 Alchemy Lab, 1 Altar, 1 Animal Pen, 1 Artisan’s Workshop, 10 Attuned* (all), 1 Bedroom, 1 Book Repository, 1 Escape Route, 1 Greenhouse, 1 Laboratory, 1 Storage

Be it a crazy old hermit, a hag, or just an herbalist who likes to live near the source of her craft, a spellcaster who prefers to dwell far from civilization calls this structure home.

Wood Shop
Create 31 Goods, 1 Influence, 28 Labor (1,210 gp)

Rooms 1 Artisan’s Workshop, 1 Mill Room, 1 Office, 2 Storages, 1 Storefront

A Wood Shop is a facility specially focused on the output of fine woodwork, from simple furniture to custom, masterwork engines of war.


Organizations
This section details several standard organizations, the cost of creating them, and which teams from the downtime system you can recruit to form them. Unless you own a building where these people can reside, they have their own homes.

Artisans’ Guild
Create 8 Goods, 10 Influence, 14 Labor (740 gp)

Teams 1 Bureaucrats, 2 Craftspeople, 2 Laborers

Artisans and assistants who create quality goods.

Bounty Hunters
Create 8 Goods, 8 Influence, 10 Labor (600 gp)

Teams 1 Archers, 1 Bureaucrats, 1 Driver

Fighters trained to find and capture criminals and escapees.

Brute Squad
Create 7 Goods, 8 Influence, 13 Labor (640 gp)

Teams 1 Robbers, 2 Soldiers

A gang of well-armed professionals who throw their weight around on your behalf.

Cabal
Create 16 Goods, 12 Influence, 8 Labor, 24 Magic (3,240 gp)

Teams 4 Apprentices, 1 Mage, 1 Sage

A study group of peers and apprentices devoted to arcane mysteries and research.

Caravan Crew

Create 6 Goods, 3 Influence, 7 Labor (350 gp)

Teams 2 Drivers, 1 Guards, 1 Laborers

Travelers skilled in loading, transporting, and unloading trade goods from animals, wagons, and ships.

Cult
Create 15 Goods, 11 Influence, 17 Labor, 18 Magic (2,770 gp)

Teams 4 Acolytes, 2 Guards, 1 Priest

A splinter religion or secret society that believes yours is the true faith.

Entourage
Create 6 Goods, 9 Influence, 7 Labor (530 gp)

Teams 1 Bureaucrats, 1 Driver, 2 Lackeys

Friends and toadies who take care of your eating, sleeping, travel, and entertainment arrangements.

Fight Club
Create 5 Goods, 7 Influence, 10 Labor (510 gp)

Teams 1 Driver, 1 Guards, 1 Laborers, 1 Lackeys, 1 Scofflaws

A possibly illegal association of boxing aficionados.

Hunting Party
Create 5 Goods, 6 Influence, 11 Labor (500 gp)

Teams 1 Archers, 1 Laborers, 1 Lackeys

The necessary guides and assistants for sport hunting.

Mercenary Company
Create 18 Goods, 13 Influence, 25 Labor, 6 Magic (1,850 gp)

Teams 1 Elite Archers, 2 Elite Soldiers, 1 Priest

A well-armed group of warriors who are loyal to you, and who are paid to guard or fight.

Ship Crew
Create 1 Goods, 2 Influence, 4 Labor (160 gp)

Teams 1 Laborers, 1 Sailors

The crew of a small sailing vessel.

Theater Company
Create 15 Goods, 17 Influence, 13 Labor, 20 Magic (3,070 gp)

Teams 5 Apprentices, 1 Bureaucrats, 1 Craftspeople, 1 Laborers

Performers, set dressers, and costumers for an acting troupe or similar group.

Thieves’ Guild
Create 4 Goods, 15 Influence, 12 Labor (770 gp)

Teams 2 Cutpurses, 1 Robbers, 1 Scofflaws, 1 Soldiers

A band of criminals and thugs who commit illegal acts.

Vagabonds
Create 10 Goods, 13 Influence, 13 Labor, 7 Magic (1,550 gp)

Teams 1 Acolyte, 1 Apprentice, 1 Cutpurses, 2 Drivers, 1 Guards, 1 Laborers, 1 Scofflaws

Unsavory wanderers skilled at stage magic, fortunetelling, rigged games, and snake oil.
Kemedo
Kemedo

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Downtime - Cômodos, Times, Construções e Administradores Empty Administradores

Mensagem  Kemedo Qua Jun 02, 2021 4:57 pm

A manager is a competent employee qualified to run a business while you’re gone, even for weeks or months at a time. a manager is authorized to make certain decisions about your property while you’re away, such as paying tax collectors, banning cultists from your store, and handling emergency situations.

Having a manager delays capital attrition (Upkeep phase step 3) from 1 every 7 days to 1 every 14 days. As long as the manager’s pay is up to date, having a manager look after your business prevents business attrition (see step 4 of the Upkeep phase).

Unlike a team, a manager requires daily wages paid in gp. It’s customary to pay a manager in advance when you’re going to be absent, or arrange to pay wages through a bank or accountant. If you trust the manager, you can even allow her to take wages out of your business’s earnings or from money you’ve set aside for your building or organization.

It’s a good idea to give a manager some means of contacting you while you’re away, even just an address in a city near where you’re adventuring. You might want to provide a magical means of contacting you (and leave funds set aside to pay for it) in case something requires your urgent attention.

Reading a Manager Stat Block
A manager stat block is organized as follows.

Wage: This gp value is the manager’s daily wage. This wage is for handling normal day-to-day operation of your business, and doesn’t include costs for exceptional services. For example, just because you pay your abbot a daily wage doesn’t mean you can bring him on adventures to cast spells (in fact, most of his spells are probably used in the course of doing his job managing your Temple).

Skills: This indicates the main skills the manager has ranks in, allowing you or the GM to make skill checks for the manager if an event or encounter requires it. The manager might also have ranks in other skills that aren’t relevant to employment duties. The managers here are examples; a specific manager you hire could have different class skills more closely suited to your business. a manager is typically a 3rd-level character with 3 ranks in the appropriate skills and the basic NPC ability score array, giving the manager a +7 or +8 for class skills and a +4 or +5 for non-class skills.

Many manager roles are similar to specific teams. For example, an Abbot is a Priest who is qualified to run a Temple or religious organization. The primary difference between an Abbot and Priest is that you pay the Abbot a wage to look after your building or organization while you’re away, whereas the Priest might be just one of several people with similar duties in your organization. With the GM’s approval, you may convert a team to an appropriate manager by paying the NPC (or NPCs) a wage, or vice versa.

You can select a cohort or notable follower to be a manager, but you still must pay a wage. Having a cohort or follower as a manager means you know the manager is loyal to you—it doesn’t mean that she’ll work for free while you’re off adventuring.


Administradores


Abbot
Wage 4 gp/day

Skills Diplomacy, Heal, Knowledge (local), Knowledge (religion)

An Abbot is divine spellcaster trained to take care of a Temple or religious organization and its members. She’s typically a 3rd-level adept, cleric, druid, or oracle, with light armor (or no armor, if an adept) and a weapon appropriate to her faith.

Accountant
Wage 3 gp/day

Skills Appraise, Knowledge (local), Linguistics, Profession (accountant)

An Accountant maintains financial records and balances an organization’s or building’s budget. He’s typically a 3rd-level expert and not a combatant, though he could be from any skilled class that makes good use of high mental ability scores.

Animal Keeper
Wage 3 gp/day

Skills Handle Animal, Heal, Perception, Profession (animal keeper)

An Animal Keeper maintains the living area of undomesticated animals, either in a contained location (such as a menagerie) or a more open region (such as a preserve). Typically a 3rd-level expert, she sees to the feeding and first aid of animals.

Captain
Wage 5 gp/day

Skills Acrobatics, Diplomacy, Knowledge (geography), Profession (sailor)

A Captain is a master sailor who runs a shipping operation. She’s typically a 3rd-level expert, rogue, or fighter. a Captain can be in charge of a mercantile organization, a pirate fleet, or a business that ferries people from port to port.

Doctor
Wage 5 gp/day

Skills Heal, Perception, Sense Motive, Survival

A Doctor is trained to treat all manner of maladies and injuries. He’s typically a 3rd-level adept, cleric, druid, or oracle. An expert can make a suitable Doctor, but can heal and treat wounds and diseases with only mundane methods or the use of magic items. a Doctor is typically in charge of a Hospital or organization that provides medical care.

Guildmaster (Artisans’ Guild)
Wage 3 gp/day

Skills Appraise, Craft (any one), Diplomacy, Profession (any one)

A artisans’ Guildmaster is skilled at her art and capable of running a group of like-minded artisans. She’s typically a 3rd-level bard, expert, rogue, or member of another skilled class. a Guildmaster handles the day-to-day duties of running an Artisan’s Guild: basic administration, educating guild members, and working at her trade.

Guildmaster (Thieves’ Guild)
Wage 5 gp/day

Skills Appraise, Bluff, Disable Device, Knowledge (local)

A thieves’ Guildmaster manages a criminal organization. He’s typically a 3rd-level bard, cleric, expert, rogue, or sorcerer. a Guildmaster runs the day-to-day operation of a Thieves’ Guild: basic administration, training recruits, managing current operations, and devising new schemes.

Headmaster
Wage 3 gp/day

Skills Diplomacy, Knowledge (any two), Profession (any one)

A Headmaster manages a place of learning, such as a Bardic College, Magical Academy, or University. She’s typically a 3rd-level alchemist, bard, expert, rogue, sorcerer, wizard, or witch. Running an establishment of higher learning includes basic administration, educating students, and ongoing research.

Innkeeper
Wage 2 gp/day

Skills Appraise, Diplomacy, Knowledge (local), Profession (any one)

An Innkeeper runs an establishment focused on hospitality. He’s typically a 3rd-level commoner or expert, but could also be a retired fighter, rogue, or warrior. An Innkeeper sees to the day-to-day operation of an Inn, Tavern, hotel, restaurant, or exclusive private social club.

Lieutenant
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.

Master Carpenter
Wage 4 gp/day

Skills Appraise, Craft (carpentry), Perception, Profession (clerk)

A Master Carpenter commands a business devoted to the collecting and processing of lumber into finely tooled products.

She’s typically a 3rd-level expert. A Master Carpenter manages a facility that transforms raw lumber into artwork, furniture, and tools.

Master Scout
Wage 5 gp/day

Skills Climb, Perception, Stealth, Survival

A Master Scout oversees a network of agents who monitor a wide region of wilderness, coordinating reports and patrols. He’s typically a 3rd-level ranger, but could be an expert or rogue.

Master Smith
Wage 4 gp/day

Skills Appraise, Craft (any one), Perception, Profession (any one)

A Master Smith oversees a productive business. He’s typically a 3rd-level bard, expert, rogue, or member of another skilled class. a Master Smith runs the day-to-day operations of a production facility devoted to a particular trade, trains apprentices, and works on the more challenging and masterful creations being produced.

Partner
Wage 4 gp/day

Skills Bluff, Diplomacy, Knowledge (any one), Profession (barrister)

A Partner is a prominent leader in a barrister’s office. She’s typically a 3rd-level bard, expert, rogue, sorcerer, wizard, or member of another skilled class that depends on mental ability scores. a Partner sees to the organization’s legal needs.

Sensei
Wage 2 gp/day

Skills Acrobatics, Intimidate, Knowledge (history), Perception

A Sensei heads a Dojo or martial Monastery. He’s typically a 3rd-level monk, but could have levels in any martial or Wisdom-based class. A Sensei sees to the training of students and manages day-to-day operations.

Smuggler
Wage 3 gp/day

Skills Appraise, Bluff, Knowledge (local), Sleight of Hand

A Smuggler is a merchant accustomed to performing her duties beneath the notice of authorities. She’s typically a 3rd-level bard, expert, rogue, or member of any class devoted to subterfuge. A Smuggler might run a Black Market, illegal caravan, or ring of smuggling ships.

Stage Manager
Wage 2 gp/day

Skills Diplomacy, Disguise, Perform (any two)

A Stage Manager oversees an artistic organization or building devoted to the arts. He’s typically a 3rd-level expert, but could instead be a bard, rogue, or member of any class with skills suiting the fine arts. A Stage Manager spends his day seeing to the operations of the theater, instructing performers, and promoting featured acts.

Steward
Wage 2 gp/day

Skills Diplomacy, Knowledge (local), Knowledge (nobility), Sense Motive

A Steward manages a large residential building like a Castle, Mansion, or Noble Villa. She’s typically a 3rd-level adept, commoner, or expert. A Steward manages the day-to-day operations of an estate, coordinates the work of the servants and disciplines any whose performance is unsatisfactory, and ensures that the lords and ladies of the house want for nothing.

Underboss
Wage 2 gp/day

Skills Appraise, Bluff, Intimidate, Knowledge (local)

An Underboss follows the direct orders of a crime boss or anyone running a violent criminal organization. He’s typically a 3rd-level bard, cleric, expert, fighter, or rogue. An Underboss follows his superior’s orders, maintains the organization’s goals, and manages subordinates.

Warden
Wage 2 gp/day

Skills Diplomacy, Intimidate, Knowledge (local), Sense Motive

A warden oversees a Jail, dungeon, or other place where people are detained. She’s typically a 3rd-level cleric, expert, fighter, inquisitor, warrior, or member of any class suited to combat and guile. a warden sees to the needs of the guards employed within the Jail as well as those of the prisoners’, and monitors conditions within the facility.
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Data de inscrição : 02/06/2011

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