PATHFINDER: KINGMAKER

Settlement buildings

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Settlement buildingsBPLevelDescription
Academy2002An institution of higher learning that can focus on any area of knowledge, including magic. +3 to Loyalty, if the barony's alignment is Good; +3 to Economy if the barony's alignment is Neutral; +3 to Espionage if the barony's alignment is E
Academy of Magic3002An institution for training students in magic, spellcasting, and the crafting of enchanted items. +2 to Arcane for each Mage's Tower in your barony.
Alchemist Laboratory301The laboratory and home of a creator of potions, poisons, and alchemical items. +1 to Arcane when adjacent to a Shrine.
Andoran Bank601Offices for the representatives of the Andoran bank "Honor&Legacy". Common folk can take loans here without fear of predatory lending practices. +1 to Loyalty, Economy and Stability when adjacent to a Town Hall. Counts as a Bank.
Artisan Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Artisan Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Artisan Workshop451The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Assassins' Guild851Assasins' training base and headquarters. Decreases Community and Stability by 1 each time the Warden resolves an event in this region. Decreases Community by 1 every 30 days, but provides 25 BP if you paid more heed to the needs of bandits
Aviary451Allows governing the barony from adjacent regions, even if those regions are not a part of the barony. In addition, lowers the time required to resolve events by 1 day in this and adjacent regions.
Bank752A financial enterprise that provides a safe place for keeping money. +1 to Economy and Stability when adjacent to a City Hall, and +1 to Stability when adjacent to a Garrison. Affects: Justiciars' Garrison.
Barbarian Arena5002A large public structure for competitions, demonstrations and team sports – or bloodsports. +3 to Military and Culture when located in a settlement with Kobold, Troll or Goblin Quarters.
Bard College3002A center for learning in literature, music, lore, the visual and performing arts. Grants an additional bonus to Culture equal to the Culture's current rank.
Barracks300A building to house city guards, militia, and military forces. +1 to Stability when adjacent to a Longhouse. Affects: Jail, Reinforced Wall, School, Stone Wall, Tavern, Watchtower.
Black Market1252A number of shops offering illegal and often dangerous wares. Decreases Economy by 1 every 30 days, but provides 25 BP if you supported the bandits more times than the common folk during the events that increased Community rank. Additionall
Bokken's Alchemical Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Bokken's Alchemical Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Bokken's Alchemical Workshop451The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Brewery350A building for brewing beer, ale, and other fine beverages. +1 to Loyalty when located in a settlement with a Windmill, and +1 to Stability when located in a settlement with a Tavern. Affects: Windmill.
Brothel1001A place to purchase companionship of a sort. All checks for events addressed by the Grand Diplomat or the Minister are made with a random modifier ranging from -2 to +3 (1d6-3). Restricted to baronies with a Chaotic alignment.
Bulletin Board200A board where orders, edicts, petitions, announcements and sarcastic pamphlets are posted. +2 bonus to resolving problems in this region. Restricted to baronies with a Lawful alignment.
Castle2502The home of the city's leader and the heart of its defenses. +2 to Military if located in a settlement with a Foundry. +2 to Military if there is a Citadel, and +2 to Military if there is a Reinforced Wall. Affects: Cathedral, Mint, Palace.
Cathedral3252The focal point of a city's religion and its spiritual leadership. Increases Divine by +2 for each other building in the settlement that increases Divine. +5 to Community when adjacent to a Palace or Castle. Affects: Mint, Palace.
Cistern601A source of fresh water, very useful in the case of fire or siege. +1 to Loyalty when adjacent to a Park.
Citadel402A stronghold where seasoned veterans live and train. Also serves as a recruiting ground. +2 to Stability when adjacent to a Longhouse. Inherits affected buildings from: Barracks, Garrison. Affects: Castle, Palace.
City Hall302A place where the mayor and the townsfolk's representatives debate how best to govern the settlement. Inherits affected buildings from: Longhouse, Town Hall. Affects: Bank, Inn, Palace.
Courthouse1501A building where cases are heard and disputes resolved according to the rule of law by mostly-impartial judges. +4 bonus to resolving problems with the Warden in this region. Restricted to baronies with a Lawful alignment. Affects: Library.
Crusaders' Castle4502A stronghold of the Mendevian Crusaders, where they recruit and train new soldiers, and prepare them to face the demons of the Worldwound. +1 sacred bonus to attack and damage against undead and outsiders in the claimed regions. Counts as a
Dance Hall300An establishment for dancing and drinking, where members of different social classes can intermingle discreetly, sometimes wearing masks or other disguises. Restricted to baronies with a Chaotic alignment.
Dragn's Armor Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Dragn's Armor Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Dragn's Armor Workshop451The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Dwarven Bastion501Indestructible walls and towers built by dwarves — the best architects on Golarion. Counts as Reinforced Walls.
Embassy Row4002A place where foreign diplomats, merchants and other guests live and do business. For each adjacent building that already provides an Economy, Espionage, and/or Culture bonus, Embassy Row increases that bonus by +3. Also provides a +3 bonus
Everflowing Spring602A fountain built of several enchanted decanters which provides an inexhaustible supply of fresh water. +1 to Loyalty when adjacent to a Park; +1 Divine when adjacent to a Temple.
Exotic Garden2001A beautiful garden with quiet nooks, and countless exotic plants and bright flowers. +1 to Community when adjacent to the Town Hall, +1 to Culture when adjacent to a Museum, and +2 to Arcane when adjacent to a University. Counts as a Park.
Fair1001A place where the common folk can trade and have their fun. Increases Economy by +1 for each adjacent building that increases Economy. Restricted to baronies with a with a Neutral alignment. Affects: Forge, Foundry, Trade Shop.
Festival1751A mix of jousting and other festivities, where brave fighters test their mettle against each other for the favor of the cheering crowd. For each adjacent building that already provides an Economy and/or Culture bonus, a Festival increases t
Forge352A workshop where skilled smiths use advanced technologies and can craft almost anything. +1 to Economy when adjacent to a Shop, and an additional +1 to Economy when adjacent to a Fair. Affects: Castle.
Fort1251A fortified outpost for protection against bandits, foreign aggressors, and dangerous monsters. +1 to Espionage when located in a settlement with a Watchtower; +1 to Military in a settlement with a Garrison; and +1 to Stability in a settlem
Forum2752The city square is where people gather to discuss the latest news, their plans for the future, and how great it would be to live somewhere else. Increases Loyalty and one other stat by +1 for each building in the settlement that increases L
Foundry301Processes and refines ore into finished metal. +1 to Economy when adjacent to a Shop, and an additional +1 to Economy when adjacent to a Fair. Affects: Castle.
Gambling Den301An illicit place for games of skill and chance. Wagers are taken on all manner of stakes. -1 penalty when the Warden attempts to resolve situations in this region. Every 30 days, decreases Economy by 3 and provides 10 BP. If you paid more h
Garrison351A large building to house armies, train guards, and recruit militia. +1 to Stability when adjacent to a Longhouse. Inherits affected buildings from: Barracks. Affects: Bank, Fort, Troll Quarters.
Goblin Quarters1251A living place for goblins. Could easily be mistaken for a garbage dump. Affects: Barbarian Arena.
Granary150A place to store grain and food. Affects: Windmill.
Grand Temple352An architectural masterpiece, praising its patron deity with its majesty. +1 to Divine when adjacent to a Monument, and +1 to Loyalty when adjacent to a Longhouse. Inherits affected buildings from: Shrine, Temple. Affects: Palace.
Halflings Brewery1000An enterprise where eccentric halflings create amazing tinctures and other alchoholic beverages. 10% chance to earn 3 BP each week, and 10% chance to earn 1 BP each week.
Hellknight Castle3502A stronghold where Hellknights live, keep their prisoners and shield themselves from their enemies. +1 profane bonus to attack and damage against chaotic creatures in claimed regions. Counts as a Castle.
Herbalist's House200The workshop and home of a gardener, healer, poisoner, and creator of potions. +1 to Arcane when adjacent to a Shrine.
Hospital501A place for healing the sick. +1 bonus to the Regent or Councilor when resolving situations in this region. Restricted to baronies with a Good alignment.
Settlement buildings — Kingmaker