PATHFINDER: KINGMAKER
Settlement buildings
51–100 of 134Page 2 of 3
| Settlement buildings ↑ | BP | Level | Description |
|---|---|---|---|
| Inn | 45 | 1 | A 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 |
| Irlene's Magical Rarities Shop | 30 | 0 | The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Irlene's Magical Rarities Studio | 60 | 2 | The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Irlene's Magical Rarities Workshop | 45 | 1 | The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Irovetti's Palace | 350 | 2 | King Irovetti's former palace impresses with its pomposity. Counts as a Palace. |
| Jail | 70 | 1 | A 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. |
| Justiciars' Garrison | 45 | 1 | This 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. |
| Kimiel's Shop | 30 | 0 | The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Kimiel's Studio | 60 | 2 | The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Kimiel's Workshop | 75 | 1 | The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Kobold Quarters | 175 | 1 | A 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. |
| Library | 70 | 1 | A 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. |
| Lighthouse | 60 | 1 | A welcome sight for any sailor, and a guiding light for river ships. Can only be built in a lighthouse slot. |
| Longhouse | 50 | 0 | Spacious 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 |
| Lumberyard | 25 | 0 | A 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. |
| Luxury Store | 40 | 2 | A shop that specializes in expensive wares and luxuries. +1 to Economy when adjacent to a Tavern. Affects: Forge, Foundry, Smithy. |
| Mage's Tower | 100 | 1 | A 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. |
| Magic Shop | 40 | 2 | A 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. |
| Mansion | 100 | 1 | A huge manor housing a rich family and its servants. |
| Marina | 30 | 1 | A sturdy harbor, ready for housing any kind of ships. Affects: Lumberyard. |
| Military Academy | 400 | 2 | An 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. |
| Mim's Jewelry Shop | 30 | 0 | The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Mim's Jewelry Studio | 60 | 2 | The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Mim's Jewelry Workshop | 75 | 1 | The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Mint | 350 | 2 | A 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. |
| Monolith | 25 | 0 | Great 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. |
| Monument | 45 | 0 | A 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. |
| Museum | 100 | 1 | A 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. |
| Nazrielle's Weapon Shop | 30 | 0 | The humble shop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Nazrielle's Weapon Studio | 60 | 2 | The sophisticated studio of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Nazrielle's Weapon Workshop | 75 | 1 | The fully-equipped workshop of a local artisan. +1 to Economy when adjacent to a Tavern or Longhouse. |
| Nethys' Academy | 350 | 2 | A 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 |
| Nethys' Library | 100 | 1 | A repository for occult knowledge, dedicated to the god of magic. +1 to Divine when adjacent to a Shrine. Counts as a Library. |
| Noble Villa | 175 | 2 | A sprawling manor with luxurious grounds that houses a noble family. Can only be built in a separate slot. |
| 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. |
| 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 |
| 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. |
| 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. |
| Piers | 25 | 0 | Warehouses and workshops for docking ships and handling cargo and passengers. Can only be build in a water slot. Affects: Lumberyard. |
| 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. |
| 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 |
| 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. |
| 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. |
| 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. |
| 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. |
| Sharel's Sewing Shop | 30 | 0 | The humble shop 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 Workshop | 75 | 1 | The fully-equipped workshop 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. |
| 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. |
