House Rules: Downtime

Gaining Capital


Using Followers

The Leadership feat can grant you followers—people loyal to you who assist you if they are able. In the downtime system, your followers can be counted as free teams owned by you as determined by the GM.

Downtime Activities


Earn XP
If you’ve missed a campaign session or otherwise fallen behind in XP compared to the other characters, you can spend downtime adventuring to help catch up to the other PCs. Usually downtime adventures feature encounters that are much easier than you’d normally expect as part of a group.

Spending one day to earn XP requires you to make a check: roll 1d20 and add both your character level and your highest ability score modifier. For every 10 of your result, you defeated an encounter that earns you 400 XP. You may take 10 on this check.

If using this downtime activity would increase your XP above the highest XP value among all the PCs in your party, it increases your XP to that value instead; any XP earned beyond this amount is lost. This activity allows you only to catch up, not to get ahead.

Leveling Up NPC
With GM's permission, you can help an allied NPC increase in levels. The NPC would spend downtime days performing the Earn XP activity. However, this will cost you 25 x NPC's level x the number of days spent. If the NPC holds a Leadership Position in your nation, you may use BP to pay this cost without penalty. Leveling up an NPC does not take any time away from your own downtime.

Rooms and Teams


Constructing Buildings from Rooms: A room on its own does not provide earnings until a minimal number of different rooms are assembled to form a building. The building must also be staffed with a minimal number of different teams in order to be operational to provide earnings.

Rooms

Office

Create 3 Goods, 3 Labor (120 gp); Time 8 days
Benefit bonus on Profession checks
Upgrades From Storage

This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.

Teams

All teams begin at 1st-level. Teams of higher levels can be recruited at higher cost with increased earnings. For every level above the 1st, a team's earnings each increase by 1. The number of days it takes to recruit the team also increases by 1 day for each additional level. The amount of capital to create higher level teams is each multiplied by the team's desired level.

Acolyte

Earnings gp, Influence, or Magic +4
Create 2 Goods, 2 Influence, 2 Labor, 3 Magic (440 gp); Time 3 days; Size 1 person
Upgrades To Priest

An Acolyte is a newly trained divine spellcaster, sufficient for tending to the sick or advising on religious matters. An Acolyte is an adept, cleric, druid, or oracle, with light armor (or no armor if an adept) and a weapon appropriate to her faith.

Bureaucrats

Earnings capital +2
Create 1 Goods, 2 Influence, 1 Labor (100 gp); Time 1 day; Size 5 persons

Bureaucrats interface with local government and deal with annoying paperwork related to running a business or organization. This type of team could include accountants, diplomats, lawyers, and scribes. A typical bureaucrat is an expert with ranks in Bluff, Diplomacy, Intimidate, Knowledge (local), Linguistics, and Profession (barrister, clerk, or scribe).

Craftspeople

Earnings gp, Goods, or Labor +2
Create 2 Goods, 1 Influence, 2 Labor (110 gp); Time 1 day; Size 3 persons

Craftspeople are trained in a particular Craft or Profession skill and make a living using that skill. Examples of this team are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter has ranks in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement.

Guards

Earnings gp, Influence, or Labor +2
Create 2 Goods, 3 Labor (100 gp); Time 1 day; Size 5 persons
Upgrades From Laborers; Upgrades To Soldiers

Guards train to watch over a person or location and defend that person or location if necessary. Unlike soldiers, guards are not expected to seek out trouble or take an aggressive role. Their purpose is to intimidate casual threats into leaving and defend against active threats. Each guard is typically a warrior wearing light armor and using simple weapons, and possibly using a wooden shield.

Laborers

Earnings gp or Labor +2
Create 1 Influence, 2 Labor (70 gp); Time 0 days; Size 5 persons
Upgrades To Guards, Retainers, Robbers, Scoundrels

Laborers are unskilled workers who carry out basic orders. In most cases, their work is physical labor, though you may recruit laborers for specialized tasks such as begging for your thieves’ guild, being professional mourners for your cult, or filling out the cast of a theater performance. They are typically commoners with no ranks in Craft or Profession.

Mage

Earnings gp, Influence, or Magic +4
Create 2 Goods, 2 Influence, 1 Labor, 4 Magic (520 gp); Time 4 days; Size 1 person
Upgrades From Sage

A Mage is an arcane spellcaster, sufficient for helping with magical rituals, generating flashy effects, or advising on magical matters, with access to at least six spell levels.

Priest

Earnings gp, Influence, or Magic +4
Create 1 Goods, 3 Influence, 1 Labor, 4 Magic (530 gp); Time 4 days; Size 1 person
Upgrades From Acolyte

A Priest is a divine spellcaster, sufficient for helping with magical rituals, generating flashy effects, or advising on magical matters, with access to at least six spell levels.

Retainers

Earnings Influence or Labor +2
Create 1 Goods, 2 Influence, 2 Labor (120 gp); Time 1 day; Size 5 persons
Upgrades From Laborers

Retainers wait on you hand and foot and take care of common domestic and traveling issues; their ranks include butlers, valets, maids, heralds, footmen, ladies-in-waiting, and similar service personnel. Skilled Retainers anticipate your needs and coordinate with your other employees as well as those of your guests or host. A typical Retainer is a commoner or expert with ranks in a subset of Diplomacy, Disguise, Handle Animal, Intimidate, Knowledge (geography), Knowledge (local), Knowledge (nobility), Linguistics, Perception, Profession (driver), Ride, Sense Motive, and Survival

Robbers

Earnings gp, Goods, or Labor +1
Create 1 Goods, 1 Influence, 2 Labor (90 gp); Time 1 day; Size 5 people
Upgrades From Laborers

Robbers are experts at committing burglary, robbery, and other means at retrieving items belonging to others. A typical robber has ranks each in Climb, Disable Device, Intimidate, Perception, Sleight of Hand, and Stealth.

Sage

Earnings gp or Influence +3
Create 1 Goods, 2 Influence, 1 Labor (100 gp); Time 2 days; Size 1 person
Upgrades To Mage

A sage is a person with extensive knowledge in one or more related areas who can advise you about his areas of expertise. A typical sage is an expert with ranks each in skills such as Appraise, Knowledge, Linguistics, Profession, and Spellcraft.

Scoundrels

Earnings gp, Goods, or Influence +2
Create 1 Goods, 2 Influence, 1 Labor (100 gp); Time 2 days; Size 5 people
Upgrades From Laborers

Scoundrels are experts at interacting with people, and using guile, subterfuge, and manipulation to get what they want out of them. A typical scoundrel has ranks in Bluff, Diplomacy, Intimidate, Perception, and Sense Motive.

Soldiers

Earnings gp, Influence, or Labor +5
Create 3 Goods, 2 Influence, 5 Labor (220 gp); Time 2 days; Size 5 person
Upgrades From Guards

Soldiers are trained in combat and have the means and will to kill your enemies. Unlike Guards, Soldiers actively engage in fighting on behest of a leader (although you can make Soldiers act as Guards). Depending on the nature of your organization, they might be enforcers rather than military-style soldiers. They are typically PC classes with full base attack bonus progression, wearing light armor and using martial weapons, and possibly using a steel shield.

Team Augmentations

Mounted (Augmentation)

Earnings +2 on the team's check to generate capital
Create 5 Goods, 1 Influence, 3 Labor (190 gp); Time 4 days

This upgrade grants your team mounts and the training to ride them.

Ranged (Augmentation)

Earnings +1 on the team's check to generate capital
Create 2 Goods, 1 Influence, 1 Labor (90 gp); Time 2 days

This upgrade grants your team range weapons and the training to use them.

Buildings and Organizations


Buildings

The rooms and teams listed for each building are the minimal number of different elements in order to consider the building as operational and able to provide earnings. The costs and benefits of the required teams are not included in the modifiers below. Additional rooms and teams can be added to the building to increase its total earnings.

Buildings provides bonuses to the settlement and nation it is built in as indicated in the Nation Building rules.

Building Rooms Teams Create Time Max. gp Max. Goods Max. Influence Max. Labor Max. Magic Notes
Academy 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue 3 Apprentices, 1 Bureaucrats, 1 Laborers, 3 Sages 120 Goods, 16 Influence, 109 Labor, 3 Magic (5,360 gp) 298 days +91 +53 +73 +35 +42
Aerie 1 Armory, 1 Bunk, 1 Guard Post, 1 Habitat, 1 Hatchery, 1 Storage, 1 Watering Hole 1 Cavalry Archers, 1 Laborers 58 Goods, 16 Influence, 47 Labor (2,390 gp) 143 days +39 +17 +20 +8
Alchemist 1 Alchemy Lab, 1 Bedroom, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront 1 Craftspeople 48 Goods, 2 Influence, 41 Labor, 1 Magic (1,940 gp) 108 days +32 +27 +12 +15
Arena 1 Bar, 1 Bath, 4 Battle Rings, 1 Game Room, 1 Infirmary, 1 Lavatory, 1 Office, 1 Storage, 1 Storefront 2 Guards, 3 Laborers, 3 Lackeys 109 Goods, 20 Influence, 96 Labor, 1 Magic (4,800 gp) 248 days +98 +86
Assembly 1 Auditorium, 1 Ceremonial Room, 2 Lavatories, 3 Offices, 1 Scriptorium 1 Bureaucrats, 1 Laborers, 1 Lackeys 57 Goods, 5 Influence, 61 Labor, 5 Magic (3,010 gp) 128 days +30 +15 +30 +15 +15
Bandit Camp, Large 1 Animal Pen, 1 Archery Range*, 1 Armory, 6 Blinds*, 1 Cell, 1 Courtyard, 1 Forge, 1 Garden, 1 Grotto*, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Pit, 1 Stall, 1 Storage 1 Robbers 106 Goods, 19 Influence, 94 Labor, 1 Magic (4,670 gp) 267 days +68 +43 +27 +22
Bank 1 Guard Post, 2 Offices, 1 Secret Room, 1 Storefront, 2 Vaults 1 Guards, 1 Lackeys 39 Goods, 3 Influence, 35 Labor (1,570 gp) 96 days +9 +9
Bardic College 1 Auditorium, 2 Baths, 1 Bedroom, 1 Book Repository, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue, 1 Storage 4 Apprentices, 1 Bureaucrats, 1 Laborers, 2 Mages, 2 Sages 107 Goods, 13 Influence, 109 Labor, 1 Magic (4,810 gp) 274 days +80 +30 +70 +34 +26
Barracks 2 Armories, 1 Bedroom, 2 Bunks, 1 Common Room, 1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage 2 Laborers 80 Goods, 18 Influence, 73 Labor, 1 Magic (3,700 gp) 204 days +52 +8 +26 +24
Black Market 1 Armory, 1 Cell, 1 Escape Route, 1 False Front, 1 Guard Post, 1 Office, 1 Secret Room, 1 Storage, 1 Vault 2 Scofflaws 53 Goods, 6 Influence, 48 Labor (2,200 gp) 118 days +8 +6
Brewery 1 Bar, 1 Brewery, 1 Kitchen, 1 Office, 2 Storages, 1 Workstation 1 Laborers 36 Goods, 3 Influence, 32 Labor (1,450 gp) 92 days +36 +12 +28
Brickyard 1 Courtyard, 1 Lavatory, 1 Office, 1 Storage, 1 Worktation 1 Laborers 21 Goods, 21 Labor (840 gp) 60 days +15 +13 +13
Brothel 1 Bath, 4 Bedrooms, 1 Common Room, 1 Lavatory, 1 Office, 1 Sitting Room 1 Guards, 1 Lackeys, 2 Scofflaws 60 Goods, 1 Influence, 56 Labor (2,350 gp) 140 days +22 +26
Bureau 1 Book Repository, 1 Lavatory, 4 Offices, 2 Scriptoriums, 1 Sitting Room, 2 Storages 1 Bureaucrats 55 Goods, 6 Influence, 52 Labor, 1 Magic (2,420 gp) 124 days +22 +10 +22 +10 +10
Caster’s Tower 1 Artisan's Workshop, 1 Bath, 1 Bedroom, 1 Cell, 1 Ceremonial Room, 1 Kitchen, 1 Lavatory, 1 Magical Repository, 1 Office, 1 Scriptorium, 1 Scrying Room, 1 Sitting Room, 1 Storage 3 Apprentices, 1 Mage 88 Goods, 9 Influence, 81 Labor, 11 Magic (4,750 gp) 202 days +51 +29 +49 +15 +27
Castle 2 Armories, 3 Bedrooms, 2 Bunks, 1 Cell, 1 Courtyard, 1 Crypt, 4 Defensive Walls, 1 Drawbridge, 1 Escape Route, 1 Garden, 1 Gatehouse, 1 Gauntlet, 1 Kitchen, 1 Lavatory, 1 Office, 1 Sitting Room, 1 Stall, 2 Storages 1 Elite Guards, 1 Laborers, 1 Lackeys, 1 Stewards 165 Goods, 31 Influence, 148 Labor, 2 Magic (7,390 gp) 398 days +59 +25 +23 +29 +10
Cathedral 1 Altar, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Cell, 1 Ceremonial Room, 1 Confessional, 1 Courtyard, 1 Crypt, 1 Garden, 1 Office, 1 Reliquary, 1 Sanctum, 1 Sitting Room, 1 Statue, 1 Storage 6 Acolyte, 1 Bureaucrats, 1 Priest, 1 Sage 91 Goods, 12 Influence, 84 Labor, 11 Magic (4,960 gp) 230 days +48 +24 +45 +21
Cistern 1 Reservoir System, 1 Sewer Access 1 Stewards 12 Goods, 1 Influence, 12 Labor (510 gp) 44 days +10 +10 +10
Colossus
Courthouse 1 Book Repository, 2 Cells, 1 Common Room, 2 Offices, 1 Sitting Room 1 Bureaucrats, 2 Guards, 1 Lackeys 43 Goods, 2 Influence, 41 Labor, 1 Magic (1,840 gp) 84 days +15 +19
Crematorium
Dance Hall 1 Ballroom, 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Sitting Room, 1 Storage 1 Lackeys 53 Goods, 1 Influence, 53 Labor (2,150 gp) 116 days +29 +31
Druid's Grove 1 Altar, 2 Arboreal* (Altar and Sanctum), 1 Attuned* (Courtyard), 1 Courtyard, 2 Defensive Walls, 1 Garden, 1 Mystic Greenhouse*, 1 Grotto*, 2 Habitats, 1 Kitchen, 1 Lavatory, 1 Sanctum, 1 Sauna 1 Priest 109 Goods, 19 Influence, 100 Labor, 10 Magic (5,750 gp) 274 days +52 +21 +47 +9
Dump 10 Pits 1 Laborers 10 Goods, 10 Labor (400 gp) 20 days +10 +10
Everflowing Spring
Exotic Artisan 1 Artisan's Workshop, 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront 1 Craftspeople, 1 Laborers 44 Goods, 1 Influence, 41 Labor (1,730 gp) 100 days +24 +19 +22
Farm 1 Animal Pen, 1 Bedroom, 1 Farmland, 1 Garden, 1 Kitchen, 1 Lavatory, 1 Sitting Room 53 Goods, 1 Influence, 50 Labor (2,090 gp) 108 days +33 +30 +7 +8
Foreign Quarter
Fort 2 Armories, 1 Bedroom, 2 Bunks, 1 Cell, 1 Common Room, 1 Courtyard, 3 Defensive Walls, 1 Dojo, 2 Fortifications (in the Common Room and Gatehouse), 1 Gatehouse, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage, 1 War Room 136 Goods, 25 Influence, 124 Labor, 1 Magic (6,050 gp) 366 days +53 +9 +31 +29
Foundry
Gambling Den
Garrison 4 Armories, 2 Bedrooms, 4 Bunks, 1 Common Room, 1 Dojo, 1 Guard Post, 1 Infirmary, 1 Kitchen, 1 Lavatory, 2 Offices, 2 Storages 126 Goods, 32 Influence, 112 Labor, 1 Magic (5,820 gp) 320 days +73 +8 +29 +40
Granary 10 Storages 30 Goods, 30 Labor (1,200 gp) 80 days +20
Graveyard 3 Burial Grounds, 1 Crypt, 1 Statue 18 Goods, 12 Influence, 19 Labor, 5 Magic (1,600 gp) 42 days +18 +18 +5
Guildhall 1 Common Room, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Secret Room, 1 Sitting Room, 2 Storages, 3 Workstations 67 Goods, 66 Labor (2,660 gp) 152 days +39 +28 +35
Hanging Gardens
Herbalist 1 Artisan's Workshop, 1 Bedroom, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage, 1 Storefront 52 Goods, 1 Influence, 48 Labor (2,030 gp) 116 days +36 +31 +34
Hospital 1 Bath, 1 Common Room, 2 Infirmaries, 1 Lavatory, 1 Office, 1 Statue, 1 Storage, 1 Storefront, 1 Workstation 2 Acolytes, 1 Laborers, 1 Priest, 1 Sage 45 Goods, 4 Influence, 43 Labor, 2 Magic (2,080 gp) 106 days +42 +13 +40
House 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage 32 Goods, 1 Influence, 31 Labor (1,290 gp) 72 days +9 +4 +7 Under Nation Building rules, a House is actually a block of houses meant to home around 50 people. In order to create a House for your nation using Downtime rules, you must build 10 Houses in order to create a new House in the setllement.
Inn 1 Bar, 1 Bath, 1 Bedroom, 1 Common Room, 1 Kitchen, 1 Lavatory, 1 Lodging, 1 Stall, 1 Storefront 52 Goods, 5 Influence, 47 Labor (2,130 gp) 134 days +52 +17 +28 +13
Jail 4 Cells, 1 Guard Post, 1 Office, 1 Storage, 1 Torture Chamber 40 Goods, 5 Influence, 33 Labor (1,610 gp) 80 days +6 +4
Library 2 Book Repositories, 1 Common Room, 1 Office, 1 Storage 29 Goods, 4 Influence, 28 Labor, 2 Magic (1,460 gp) 64 days +25 +23
Lighthouse
Lumberyard
Luxury Store 1 Furnishings (Storefront), 1 Office, 1 Storage, 1 Storefront, 1 Vault 28 Goods, 1 Influence, 22 Labor (1,030 gp) 64 days +17 +15 +15 +15 +15
Magic Shop 1 Furnishings (Storefront), 1 Office, 1 Reliquary, 1 Storage, 1 Storefront, 2 Vaults 1 Apprentice 40 Goods, 1 Influence, 33 Labor, 1 Magic (1,590 gp) 92 days +22 +15 +20 +15 +15
Magical Academy 1 Alchemy Lab, 2 Baths, 1 Bedroom, 1 Bell Tower, 1 Bunks, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Magical Repository, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue 121 Goods, 17 Influence, 110 Labor, 5 Magic (5,630 gp) 302 days +95 +53 +77 +35 +54
Mansion 1 Bar, 1 Bath, 4 Bedrooms, 1 Escape Route, 2 Furnishings (Bedroom and Sitting Room), 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Lodging, 1 Office, 1 Secret Room, 2 Sitting Rooms, 1 Stall, 2 Storages 132 Goods, 4 Influence, 120 Labor (5,160 gp) 318 days +74 +35 +53 +28 +20
Market
Menagerie 2 Animal Pens, 1 Courtyard, 4 Defensive Walls, 1 Farmland, 1 Guard Post, 6 Habitats, 1 Hatchery, 1 Kitchen, 1 Lavatory, 2 Offices, 1 Stall, 2 Storages, 1 Storefront 200 Goods, 33 Influence, 188 Labor (8,750 gp) 470 days +133 +57 +82 +34
Military Academy 1 Armory, 1 Bath, 1 Bedroom, 1 Bell Tower, 1 Book Repository, 1 Cell, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Dojo, 1 Greenhouse, 1 Infirmary, 1 Kitchen, 1 Lavatory, 1 Lodging, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue, 1 Storage, 1 War Room 142 Goods, 16 Influence, 129 Labor, 2 Magic (6,100 gp) 342 days +95 +43 +81 +35 +27
Mill 1 Mill Room, 1 Office, 2 Storages 17 Goods, 16 Labor (660 gp) 44 days +12 +8
Mint 1 Artisan's Workshop, 1 Fortification (Vault), 1 Guard Post, 1 Lavatory, 1 Office, 1 Storage, 2 Vaults 49 Goods, 2 Influence, 45 Labor (1,940 gp) 122 days +16 +14 +10
Monastery 1 Altar, 1 Bath, 1 Book Repository, 1 Bunks, 1 Courtyard, 1 Crypt, 1 Garden, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Office, 2 Sanctums, 1 Scriptorium 58 Goods, 15 Influence, 53 Labor, 6 Magic (3,270 gp) 164 days +49 +25 +29 +18 +15
Monument 1 Furnishings (Statue), 1 Statue 10 Goods, 8 Labor (360 gp) 22 days +11 +10 +11 +10 +10
Museum 1 Guard Post, 1 Office, 1 Reliquary, 2 Statues, 2 Storages, 1 Storefront, 2 Trophy Rooms, 1 Vault 47 Goods, 5 Influence, 43 Labor, 1 Magic (2,050 gp) 120 days +30 +9 +22
Noble Villa 1 Bar, 1 Bath, 4 Bedrooms, 2 Courtyards, 4 Defensive Walls, 1 Escape Route, 2 Furnishings (Bedroom and Sitting Room), 1 Garden, 1 Gatehouse, 1 Kitchen, 1 Labyrinth, 1 Laundry, 1 Lavatory, 1 Lodging, 2 Offices, 2 Secret Rooms, 2 Sitting Rooms, 1 Stall, 1 Statue, 2 Storages, 1 Trophy Room, 1 Vault 218 Goods, 16 Influence, 204 Labor (8,920 gp) 554 days +105 +53 +74 +38 +30
Observatory 1 Book Repository, 1 Lavatory, 1 Observation Dome, 1 Office, 1 Scriptorium, 1 Storage 32 Goods, 4 Influence, 31 Labor, 2 Magic (1,580 gp) 72 days +20 +5 +18 +5 +10
Orphanage 1 Bedroom, 1 Bunks, 1 Classroom, 1 Common Room, 1 Courtyard, 1 Infirmary, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Nursery, 1 Office, 2 Storages 2 Acolytes 63 Goods, 7 Influence, 62 Labor, 1 Magic (2,810 gp) 176 days +56 +20 +37 +21
Palace 1 Altar, 1 Ballroom, 1 Bar, 2 Baths, 6 Bedrooms, 1 Bunks, 1 Cell, 1 Common Room, 2 Courtyards, 1 Crypt, 6 Defensive Walls, 1 Escape Route, 6 Furnishings (in the Ballroom, 2 Bedrooms, Office, Sitting Room, and the Throne Room), 1 Garden, 1 Gatehouse, 2 Kitchens, 1 Labyrinth, 1 Laundry, 2 Lavatories, 2 Lodgings, 2 Offices, 1 Sanctum, 3 Secret Rooms, 3 Sitting Rooms, 1 Sports Field, 4 Stalls, 2 Statues, 6 Storages, 1 Throne Room, 1 Trophy Room, 2 Vaults, 1 War Room 453 Goods, 42 Influence, 421 Labor, 9 Magic (19,640 gp) 1,078 days +243 +121 +178 +110 +75
Park
Pier 1 Animal Pen, 1 Dock, 1 Office, 2 Storages 22 Goods, 3 Influence, 20 Labor (930 gp) 60 days +24 +20 +12 +20
Redoubt 1 Armory, 1 Arboreal* (Guard Post), 2 Attuned* (2 Defensive Walls), 1 Bunk, 1 Common Room, 2 Defensive Walls, 1 Fortification (Guard Post), 1 Grotto*, 1 Guard Post, 1 Kitchen, 1 Lavatory, 1 Office, 1 Reservoir System, 1 Sewer Access, 1 Storage, 1 War Room 112 Goods, 16 Influence, 102 Labor, 6 Magic (5,360 gp) 307 days +39 +8 +23 +18
Sacred Grove 1 Altar, 2 Arboreal* (Altar and Sanctum), 1 Attuned* (Courtyard), 1 Courtyard, 2 Defensive Walls, 1 Garden, 1 Mystic Greenhouse*, 1 Grotto*, 2 Habitats, 1 Kitchen, 1 Lavatory, 1 Sanctum, 1 Sauna 109 Goods, 19 Influence, 100 Labor, 10 Magic (5,750 gp) 274 days +52 +21 +47 +9
School 1 Bell Tower, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Kitchen, 1 Lavatory, 1 Office, 2 Storages, 1 Workstation 58 Goods, 5 Influence, 53 Labor (2,370 gp) 152 days +45 +34 +37
Sewer System
Shop 1 Lavatory, 1 Office, 1 Storage, 1 Storefront 14 Goods, 1 Influence, 12 Labor (550 gp) 32 days +7
Shrine 1 Altar, 1 Statue 3 Goods, 1 Influence, 4 Labor, 1 Magic (270 gp) 6 days +1 +4
Smithy 1 Forge, 1 Office, 2 Storages 18 Goods, 1 Influence, 17 Labor (730 gp) 44 days +14 +10
Stable 1 Animal Pen, 1 Farmland, 1 Lavatory, 1 Office, 2 Stalls, 1 Storage 42 Goods, 3 Influence, 39 Labor (1,710 gp) 88 days +36 +34 +24
Stockyard 4 Animal Pens, 1 Lavatory, 1 Office, 1 Pit, 1 Storage, 1 Workstation 42 Goods, 4 Influence, 37 Labor (1,700 gp) 102 days +43 +40 +8 +33
Tannery 1 Laundry, 1 Lavatory, 1 Leather Workshop, 1 Office, 1 Pit, 1 Storage 20 Goods, 1 Influence, 20 Labor (830 gp) 46 days +16 +13 +1
Tavern 1 Bar, 1 Common Room, 1 Lavatory, 1 Office, 1 Storage 22 Goods, 1 Influence, 22 Labor (910 gp) 52 days +19 +17
Temple 1 Altar, 1 Bedroom, 1 Common Room, 1 Confessional, 1 Office, 1 Sanctum, 1 Statue, 1 Storage 3 Acolytes, 1 Priest 28 Goods, 2 Influence, 29 Labor, 2 Magic (1,400 gp) 68 days +13 +14 bonus on Stealth checks, bonus on one Will save
Tenement 4 Bunks, 1 Kitchen, 1 Lavatory, 1 Office, 1 Storage 41 Goods, 16 Influence, 41 Labor (2,120 gp) 128 days +38 +4 +32
Theater 1 Auditorium, 1 Lavatory, 1 Office, 1 Secret Room, 2 Storages, 1 Storefront 41 Goods, 2 Influence, 46 Labor (1,800 gp) 96 days +24 +20
Town Hall 1 Common Room, 1 Lavatory, 1 Office, 1 Scriptorium, 1 Storage 23 Goods, 2 Influence, 23 Labor (980 gp) 52 days +14 +5 +12 +5 +5
Trade Shop 1 Lavatory, 1 Storage, 1 Storefront, 1 Workstation 19 Goods, 1 Influence, 16 Labor (730 gp) 40 days +15 +13 +13
Treehouse 6 Arboreal* (2 Bedrooms, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 1 Storage), 2 Bedrooms, 1 Kitchen, 1 Lavatory, 1 Sitting Room, 2 Storages, 1 Pit 78 Goods, 12 Influence, 76 Labor (3,440 gp) 188 days +15 +4 +22 +1
Tunnels
University 1 Bath, 1 Bell Tower, 1 Book Repository, 2 Classrooms, 1 Common Room, 1 Courtyard, 1 Greenhouse, 1 Kitchen, 1 Lavatory, 1 Observation Dome, 2 Offices, 1 Scriptorium, 1 Sitting Room, 1 Statue 94 Goods, 10 Influence, 88 Labor, 2 Magic (4,140 gp) 230 days +67 +43 +67 +27 +32
Watchtower 1 Armory, 1 Bell Tower, 1 Gatehouse 35 Goods, 9 Influence, 25 Labor (1,470 gp) 84 days
Warehouse
Waterfront 2 Animal Pens, 4 Docks, 1 Office, 4 Storages, 1 Workstation 63 Goods, 10 Influence, 56 Labor (2,680 gp) 168 days +80 +72 +56 +64
Windmill
Witch Hut 1 Alchemy Lab, 1 Altar, 1 Animal Pen, 1 Artisan's Workshop, 10 Attuned* (all), 1 Bedroom, 1 Book Repository, 1 Escape Route, 1 Greenhouse, 1 Storage 106 Goods, 5 Influence, 99 Labor, 30 Magic (7,250 gp) 312 days +53 +40 +36 +8 +10
Wood Shop 1 Artisan's Workshop, 1 Mill Room, 1 Office, 2 Storages, 1 Storefront 31 Goods, 1 Influence, 28 Labor (1,210 gp) 76 days +27 +23 +15
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