PATHFINDER: KINGMAKER
Settlement buildings
1–50 of 134Page 1 of 3
| Settlement buildings ↓ | BP | Level | Description |
|---|---|---|---|
| Wooden Wall | 30 | 0 | A stockade that establishes the settlement's borders and helps protect it from raiders. Affects: Watchtower. |
| Windmill | 40 | 0 | A wind-driven mill for grinding grain. +1 to Community if located in a settlement with a Granary or a Brewery; +2 if there's both. Can only be built in the separate slot. Affects: Brewery. |
| Waterfront | 50 | 2 | A port for arrival and departure by water. A center of commerce, with facilities for building ships. Affects: Lumberyard. |
| Watchtower | 30 | 0 | A tall structure that serves as a guard post and landmark. +1 to Military when located in a settlement with a Barracks. +1 to Stability when located in a settlement with Walls. Could only be built in separate slot. Affects: Fort. |
| Vordakai's Tower | 125 | 1 | A mage's home and laboratory with a terrifying reputation. Counts as a Mage's Tower. Penalties to Community and Loyalty are removed when built in a separate slot. Also hosts a Teleportation Circle that allows a select clientele to travel th |
| Vault of Forbidden Knowledge | 200 | 2 | A mystical place where mages and sages study dangerous and unnatural secrets. Counts as a Mage's Tower. |
| Varrask's Weapon Workshop | 45 | 1 | The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Varrask's Weapon Studio | 60 | 2 | The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Varrask's Weapon Shop | 30 | 0 | The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Varnhold Inn | 85 | 1 | A friendly place where you can spend a night for a few coins. Counts as an Inn. |
| University | 125 | 1 | An institution of higher learning, focusing mainly on mundane subjects but dabbling in magic theory as well. +2 to Relations if the barony's alignment is Chaotic; +2 to Economy if the barony's alignment is Neutral; or +2 to Espionage if the |
| Troll Quarters | 175 | 1 | A common quarter of the town turned into a dirty troll lair. +3 to Military when adjacent to a Garrison. Affects: Barbarian Arena |
| Trade Shop | 30 | 1 | A shop for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. +1 to Economy when adjacent to a Tavern, and an additional +1 to Economy when adjacent to a Fair. Affects: Forge, Foundry, Smithy. |
| Town Hall | 30 | 1 | A venue for public meetings and a repository for the town's records. Inherits affected buildings from: Longhouse. Affects: Andoran Bank, Exotic Garden, Inn, Park. |
| Tirval's Leatherwork Workshop | 75 | 1 | The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Tirval's Leatherwork Studio | 60 | 2 | The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Tirval's Leatherwork Shop | 30 | 0 | The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Thieves Guild | 100 | 1 | A criminal union that trains thieves, hides them from the guards, and organizes jobs. Decreases Loyalty by 1 each time the Warden addresses a situation in this region. Additionally, if you paid more heed to the needs of bandits than the com |
| Theater | 125 | 2 | A venue for providing entertainment such as plays, operas and concerts. Increases Culture by 1 for each adjacent building that increases Culture. |
| Temple of Gorum | 75 | 1 | A temple of the god of battle, who considers war cries the greatest prayer. +1 to Divine when adjacent to a Monument, and +1 to Military when adjacent to a Longhouse. Counts as a Temple. |
| Temple of Cayden Cailean | 75 | 1 | A temple dedicated to the god of bravery, freedom, and alcohol. Could easily be mistaken for a tavern. +1 to Divine when adjacent to a Monument, and +1 to Loyalty when adjacent to a Longhouse. Counts as a Temple. |
| Temple of Asmodeus | 75 | 1 | The clergy of Asmodeus teach their parishioners to submit to authority and order – and exploit the law at every turn. +1 to Divine when adjacent to a Monument, and +1 to Stability when adjacent to a Longhouse. Counts as a Temple. |
| Temple of Abadar | 75 | 1 | The clergy of Abadar teach their parishioners to obey the authorities, and revere the social order and its laws. +1 to Divine when adjacent to a Monument, and +1 to Community when adjacent to a Longhouse. Counts as a Temple. |
| Temple | 30 | 1 | A large place of worship dedicated to a deity. +1 to Divine when adjacent to a Monument, and +1 to Loyalty when adjacent to a Longhouse. Inherits affected buildings from: Shrine. Affects: Everflowing Spring, Park. |
| Teleportation Circle | 20 | 0 | This arcane hub allows a select clientele to travel the world across a magical teleportation network. |
| Tavern | 20 | 0 | A place for eating, drinking and asking the host about the local rumors. +1 to Relations when adjacent to a Longhouse. +1 to Espionage when adjacent to a Barracks. Affects: Artisan Shop, Artisan Studio, Artisan Workshop, Brewery, Luxury Sto |
| Tannery | 30 | 0 | Specializes in hides and leather. 1 BP per week. If there's more than one Tannery in a settlement, the additional ones give a -1 penalty to Community and Loyalty. Can only be built in a separate slot. |
| Swordlord Academy | 450 | 2 | A stronghold of the famous Aldori Swordlords, where they train new warriors. For each adjacent building that already provides an Military, Stability and/or Loyalty bonus, a Swordlord Academy increases that bonus by +1. Counts as a Military |
| Stone Wall | 20 | 1 | A stone wall provides better protection than a Wooden one. +1 to Stability when located in a settlement with a Barracks. Affects: Watchtower. |
| Stocks | 15 | 0 | A wooden structure designed to put local criminals on display and give the townsfolk a chance to mock them. +1 bonus for solving problems in this region. Restricted to baronies with an Evil alignment. |
| Smithy | 20 | 0 | A workshop for crafting all kinds of metal products, from the sword of a noble knights to the nail of a humble carpenter. +1 to Economy when adjacent to a Shop. |
| Shrine | 25 | 0 | A small shrine or similar holy site. +1 to Divine when adjacent to a Monument, and +1 to Loyalty when adjacent to a Longhouse. Affects: Alchemist Laboratory, Herbalist's House, Magic Shop, Nethys' Library, School. |
| Shop | 20 | 0 | A general store. +1 to Economy when adjacent to a Tavern. Affects: Forge, Foundry, Smithy. |
| Shaynih'a's Workshop of Exotic Curiosities | 75 | 1 | The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Shaynih'a's Studio of Exotic Curiosities | 60 | 2 | The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Shaynih'a's Shop of Exotic Curiosities | 30 | 0 | The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Sharel's Sewing Workshop | 75 | 1 | The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Sharel's Sewing Studio | 60 | 2 | The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Sharel's Sewing Shop | 30 | 0 | The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| School | 40 | 0 | A place where the local children learn to read and write. +1 to Divine when adjacent to a Shrine. +1 to Military when adjacent to a Barracks. |
| Sacred Grove | 100 | 1 | A bastion of the old druidic religions, often centered around runic megaliths and stone circles. +2 to Divine when adjacent to a Monolith. Cannot be built in a settlement housing a Lumberyard. Affects: Magic Shop, Palace. |
| Royal Museum | 300 | 2 | An impressive collection of art and relics, which silently tell the history of these lands. +3 to Culture for each of the Storyteller's completed collections. Affects: Exotic Garden, Museum. |
| Reinforced Wall | 25 | 2 | The best fortifications that a wealthy city can afford. +1 to Stability when located in a settlement with a Barracks. Affects: Castle, Watchtower. |
| Printing House | 175 | 1 | A printing press can create literature at a speed no scribe can match. +4 to Stability while the barony's alignment is Lawful; +4 to Loyalty while the barony's alignment is Chaotic; +4 to Community while the barony's alignment is Good; +4 t |
| Pitax Bard College | 350 | 2 | A place where bards study the art of praising their ruler and blaming the ruler's enemies. Counts as a Bard College. |
| Piers | 25 | 0 | Warehouses and workshops for docking ships and handling cargo and passengers. Can only be build in a water slot. Affects: Lumberyard. |
| Pathfinder Lodge | 175 | 2 | A house of the famous Pathfinder Society, where its veterans can rest between adventures and recruits can sign on with the Society. +3 Insight bonus to all Knowledge and Lore checks in claimed regions. |
| Park | 100 | 1 | A plot of land left untouched for its natural beauty. +1 to Community when adjacent to the Town Hall, +1 to Divine when adjacent to a Temple, and +1 to Culture when adjacent to a Museum. Affects: Cistern, Everflowing Spring, Palace. |
| Palace | 300 | 2 | A grand edifice and its surrounding grounds, demonstrating wealth, power, and authority to the whole world. +3 to Community and +1 to Relations when adjacent to City Hall; +3 to Community and +1 to Divine when adjacent to a Grand Temple or |
| Orphanage | 35 | 0 | A shelter where orphans and the homeless can find a warm bed and a bowl of soup. Restricted to baronies with a Good alignment. |
