PATHFINDER: KINGMAKER

Settlement buildings

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Settlement buildingsBPLevelDescription
Noble Villa1752A sprawling manor with luxurious grounds that houses a noble family. Can only be built in a separate slot.
Nethys' Library1001A repository for occult knowledge, dedicated to the god of magic. +1 to Divine when adjacent to a Shrine. Counts as a Library.
Nethys' Academy3502A school opened by the followers of Nethys, the deity of magic. The strangest and most unusual magical skills are studied here. For each adjacent building that already provides an Military and/or Arcane bonus, Nethys' Academy increases that
Nazrielle's Weapon Workshop751The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Nazrielle's Weapon Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Nazrielle's Weapon Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Museum1001A place to display artifacts and art, both modern and historical. +3 to Culture if a Royal Museum has been opened in the barony. Affects: Exotic Garden, Justiciars' Garrison, Park.
Monument450A monument can be a statue of a city founder, a bell tower, a large tomb, or a public art display. Affects: Grand Temple, Shrine, Temple, Temple of Abadar, Temple of Asmodeus, Temple of Cayden Cailean, and Temple of Gorum.
Monolith250Great ancient stones form this complex structure, which druids use to track the motions of the stars. +1 to Divine when built in a separate slot. Restricted to baronies with a Neutral alignment.
Mint3502A secure building where coins are minted and standard weights and measures are kept. +3 to Community when adjacent to a Palace, +3 to Stability when adjacent to a Castle, and +3 to Divine when adjacent to a Cathedral. 2 BP per week.
Mim's Jewelry Workshop751The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Mim's Jewelry Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Mim's Jewelry Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Military Academy4002An institution dedicated to the study of war and the training of elite soldiers and officers. For each adjacent building that already provides an Military, Stability and/or Espionage bonus, a Military Academy increases that bonus by +1.
Marina301A sturdy harbor, ready for housing any kind of ships. Affects: Lumberyard.
Mansion1001A huge manor housing a rich family and its servants.
Magic Shop402A shop that specializes in magical items and spells. +1 to Arcane when adjacent to a Shrine, and +1 to Divine when adjacent to a Sacred Grove.
Mage's Tower1001A place where mages study arcane secrets. +3 to Arcane when built in a separate slot. Also hosts a Teleportation Circle that allows a select clientele to travel the world across a magical teleportation network. Affects: Academy of Magic.
Luxury Store402A shop that specializes in expensive wares and luxuries. +1 to Economy when adjacent to a Tavern. Affects: Forge, Foundry, Smithy.
Lumberyard250A mill for producing precut logs, boards, and wood materials needed for construction. +1 to Relations when located in a settlement with Piers. A Sacred Grove cannot be built in a settlement housing a Lumberyard.
Longhouse500Spacious building for holding meetings and discussions. Affects: Artisan Shop, Artisan Studio, Artisan Workshop, Barracks, Citadel, Garrison, Grand Temple, Inn, Justiciars' Garrison, Shrine, Tavern, Temple, Temple of Abadar, Temple of Asmod
Lighthouse601A welcome sight for any sailor, and a guiding light for river ships. Can only be built in a lighthouse slot.
Library701A large building containing books, often overseen by a sage or scholar. +1 to Stability when adjacent to a Courthouse, and +1 to Culture when adjacent to a Printing House.
Kobold Quarters1751A nasty place with narrow passages and deep shadows — the perfect environment for a kobold. +3 to Espionage when adjacent to a Thieves or Assassins Guild. Affects: Barbarian Arena.
Kimiel's Workshop751The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Kimiel's Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Kimiel's Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Justiciars' Garrison451This garrison consists of Justiciars — followers of Abadar, who protect order and law. +1 to Stability when adjacent to the Longhouse, and another +1 when adjacent to the Museum or Bank. Counts as a Garrison.
Jail701A fortified structure for housing criminals. +1 to Stability when adjacent to a Barracks, and another +1 to Stability when adjacent to a Fort. Affects: Fort.
Irovetti's Palace3502King Irovetti's former palace impresses with its pomposity. Counts as a Palace.
Irlene's Magical Rarities Workshop451The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Irlene's Magical Rarities Studio602The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Irlene's Magical Rarities Shop300The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse.
Inn451A place for visitors to spend the night. +1 to Relations when adjacent to a Longhouse, +2 when adjacent to a Town Hall, and +3 when adjacent to a City Hall. +1 to Espionage when adjacent to a Barracks. Inherits affected buildings from: Tave
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.
Herbalist's House200The workshop and home of a gardener, healer, poisoner, and creator of potions. +1 to Arcane when adjacent to a Shrine.
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.
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.
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.
Granary150A place to store grain and food. Affects: Windmill.
Goblin Quarters1251A living place for goblins. Could easily be mistaken for a garbage dump. Affects: Barbarian Arena.
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.
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
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.
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
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
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.
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
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.
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.
Settlement buildings — Page 2 — Kingmaker