PATHFINDER: KINGMAKER

Settlement buildings

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Settlement buildingsBPLevelDescription
Wooden Wall300A stockade that establishes the settlement's borders and helps protect it from raiders. Affects: Watchtower.
Windmill400A 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.
Waterfront502A port for arrival and departure by water. A center of commerce, with facilities for building ships. Affects: Lumberyard.
Watchtower300A 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 Tower1251A 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 Knowledge2002A mystical place where mages and sages study dangerous and unnatural secrets. Counts as a Mage's Tower.
Varrask's Weapon Workshop451The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Varrask's Weapon Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Varrask's Weapon Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Varnhold Inn851A friendly place where you can spend a night for a few coins. Counts as an Inn.
University1251An 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 Quarters1751A common quarter of the town turned into a dirty troll lair. +3 to Military when adjacent to a Garrison. Affects: Barbarian Arena
Trade Shop301A 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 Hall301A 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 Workshop751The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Tirval's Leatherwork Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Tirval's Leatherwork Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Thieves Guild1001A 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
Theater1252A venue for providing entertainment such as plays, operas and concerts. Increases Culture by 1 for each adjacent building that increases Culture.
Temple of Gorum751A 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 Cailean751A 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 Asmodeus751The 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 Abadar751The 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.
Temple301A 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 Circle200This arcane hub allows a select clientele to travel the world across a magical teleportation network.
Tavern200A 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
Tannery300Specializes 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 Academy4502A 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 Wall201A stone wall provides better protection than a Wooden one. +1 to Stability when located in a settlement with a Barracks. Affects: Watchtower.
Stocks150A 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.
Smithy200A 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.
Shrine250A 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.
Shop200A general store. +1 to Economy when adjacent to a Tavern. Affects: Forge, Foundry, Smithy.
Shaynih'a's Workshop of Exotic Curiosities751The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Shaynih'a's Studio of Exotic Curiosities602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Shaynih'a's Shop of Exotic Curiosities300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Sharel's Sewing Workshop751The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Sharel's Sewing Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Sharel's Sewing Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
School400A 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 Grove1001A 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 Museum3002An 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 Wall252The best fortifications that a wealthy city can afford. +1 to Stability when located in a settlement with a Barracks. Affects: Castle, Watchtower.
Printing House1751A 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 College3502A place where bards study the art of praising their ruler and blaming the ruler's enemies. Counts as a Bard College.
Piers250Warehouses and workshops for docking ships and handling cargo and passengers. Can only be build in a water slot. Affects: Lumberyard.
Pathfinder Lodge1752A 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.
Park1001A 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.
Palace3002A 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
Orphanage350A shelter where orphans and the homeless can find a warm bed and a bowl of soup. Restricted to baronies with a Good alignment.
Settlement buildings — Kingmaker