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Pathfinder Reference Document
Pathfinder Reference Document

Rooms and Teams

Many players want to run inns, found mercenary companies, build temples, or lead cabals of mages. The downtime system allows you to do this by presenting small constituent units: rooms for constructing buildings and teams for forming organizations.

A room can be as simple as a 10-foot-by-10-foot area surrounded by wooden walls, or as complex as a stone-walled guard tower with a heavy wooden gate. A team can be as simple as a few beggars or pickpockets, as skilled as a group of acolytes trained in the healing arts, or as dangerous as a band of veteran mercenary soldiers. The details of the room or team are left vague to allow you greater versatility—they provide the game mechanics for your building or organization, but you decide the layout or hierarchy that suits your aesthetics.

Each room and team costs one or more kinds of capital (gp, Goods, Influence, Labor, or Magic). When you construct a building or create an organization, determine what rooms or teams you want, add up the gp, Goods, Influence, Labor, and Magic prices for these rooms, and spend that capital to begin construction or start recruiting.

Constructing Buildings from Rooms: If you are constructing a building, you can connect these rooms in any way you see fit using normal doors and hallways, or fit them together without interior partitions into a large common space. Unless otherwise stated, each room includes a floor, ceiling, walls, furniture, doors, windows, and other details that are appropriate to the room's purpose in your building.

Example: A Common Room is a large area designed for use by many people at once. In a Fort, a Common Room has tables and chairs and functions as a mess hall for soldiers. In a Tavern or Inn, it has tables and chairs and is the main place for socializing and drinking. In a Temple, it has chairs or pews and is used for conducting worship services. In a Bardic College, it has chairs and music stands and is used for practicing performances.

Exterior doors are good wooden doors with simple locks. Interior doors are simple wooden doors with no locks. You may install different locks by paying the normal price for locks.

You don't need to construct all of a building's rooms at once. The price of constructing a two-room building is the same whether you build them together or complete the first one and add the second one later.

Broken Rooms: If a room takes damage in excess of half its hit points (or is otherwise rendered sufficiently damaged by a downtime event or at the GM's discretion), it gains the broken condition. A room with the broken condition generates half the normal income. In general, repairing a broken room requires spending an amount of gp or other capital equal to half the price of constructing the room from scratch. Certain building events may have alternative prices for repairing rooms with the broken condition.

Entire buildings can also gain the broken condition. Treat the building as if each room in it had the condition, except you must repair the entire building at once rather than repairing rooms one at a time.

Creating Organizations from Teams: Unless otherwise stated, the people on a team have clothing, a small amount of personal gear appropriate to their line of work, and a place to live—in other words, lives outside of their involvement with you. You may outfit them with better gear and construct or purchase a place for them to live.

You don't need to add every team to your organization at once. The price for recruiting a team of beggars and a team of burglars is the same whether you recruit them together or recruit one and add the second team later.

The composition of a team is flexible and can change over time depending on the nature of your organization. For example, if your thieves' guild has Cutpurses and Robbers, some of them might get caught and jailed, but it is assumed your organization replaces them with individuals of similar skill. In the same way that you don't have to track routine maintenance on a building you own, replacing individuals who leave your organization is factored into the price of the team.

You can only recruit a team if the character levels of its individual members are equal to or lower than your Leadership score. Even if you don't have the Leadership feat, calculate your Leadership score as your character level + your Charisma modifier.

Unless otherwise noted, the members of a team are not adventurers and are unwilling to accompany you into dungeons and other deadly locations.

Example: An Acolyte is a low-level divine spellcaster. In a Cult, Acolytes are the lowest-ranked members of the group and handle most of the interactions with new converts. In a Thieves' Guild, they are responsible for patching up members of the guild after a robbery or gang war. In a Mercenary Company, they look after the spiritual needs and physical injuries of the soldiers.

Teams and Leadership: One advantage of having followers from the Leadership feat is that they increase the effect of Influence and Labor you spend in a settlement. As the primary component of the price of recruiting teams is Influence, having followers in a settlement makes it easier to get the word out about the organization you want to build.

The people in your organization obey you because you pay them, or at least keep regular contact with them and direct their activities. Unlike with cohorts and followers gained from the Leadership feat (who are loyal toward you because of your reputation and behavior), if you're away from your organization for a long period of time, you might lose your connection with it. In the Upkeep Phase section, see Step 3—Determine Capital Attrition.

In addition to the ways to combat attrition mentioned in the Upkeep Phase section, recruiting your followers into your organization can help with this problem. You can automatically add followers to your organizations as you recruit teams. For every five of your followers who are also members of your organization, you gain a +1 bonus on the leadership check to avoid attrition. As most followers are low-level characters with NPC classes, most teams of followers aren't trained for combat and are usually recruited to be Acolytes, Bureaucrats, Craftspeople, Lackeys, and so on.

Combining Rooms and Teams: This system allows you to construct a building that has no workers, create an organization that has no base of operations, or combine the two to make a fully staffed building or an organization with a headquarters. For example, if you build a Temple and recruit Acolytes in that settlement, you can have the Acolytes work at your temple. If the Temple has a place for the Acolytes to sleep, they can even live there. If you later want the Acolytes to go somewhere else or disperse, you still have the Temple and can use it for whatever purpose you see fit.

Reading a Unit Stat Block

The unit stat blocks are essentially the same for rooms and teams, and are organized as follows. Where an entry in a stat block would have no value (for example, a room that can't be upgraded from or into something else), that entry is omitted from the stat block.

Earnings: This entry indicates what bonuses the room or team gives to its building's or organization's checks made to generate capital. Buildings and organizations act like characters in that they can attempt a check each day to earn capital performing skilled work (without costing you any downtime). You must pay for capital earned in this way as normal.

If the room or team's Earnings entry says "capital" and a number, it can contribute a bonus on the building's or organization's skilled work check for any type of capital (gp, Goods, Influence, Labor, or Magic). If the Earnings entry lists specific types of capital, it can contribute a bonus on its building's or organization's skilled work checks only for capital of those types. You can apply each room's or team's bonus to any one listed type or capital each day or divide it among multiple listed types of capital. For example, an Alchemy Lab can generate only gp, Goods, or Magic, and not Influence or Labor. One day you could use all +10 of its bonus on the building's capital check to generate gp, on the next day you could use +5 on a check for generating gp and +5 on a check for generating Goods, and so on.

Most of the time, it's simplest and quickest to just apply all the gp bonuses from all the rooms in each of your buildings and take 10 on the roll. Other times, you might want to generate other types of capital to construct new rooms, recruit new teams, and make upgrades.

If you have multiple buildings or organizations in a settlement and they can generate the same kind of capital, you don't have to roll for them separately—you may add all their capital modifiers together and attempt one check for that kind of capital. If you spend a downtime day earning capital on your own, you may add your building and organization bonuses to your roll instead of rolling separately for yourself and each of your businesses or organizations.

For a room, the Earnings amount already subtracts the cost of having unskilled employees to do the basic work for you. For example, the Earnings listed for having a Bar already account for the wages of a bartender and servers. For a team, the Earnings amount assumes they are working at a building you own. If you don't provide a building for the team to work in or from, halve the Earnings for that team.

The description section of the unit stat block might list other benefits unrelated to the downtime system.

Example: The Inn example in the sidebar on page 92 has a Bar, a Common Room, a Kitchen, a Lodging, and a Stall. The Bar gives gp or Influence +10; the Common Room gives gp or Influence +7; the Kitchen gives gp or Goods +4; the Lodging gives gp +12; and the Stall gives gp, Goods, or Labor +8. All of those rooms can earn gp, so if you want to earn gp, just add all the room bonuses together (total +41) and make a skilled work check for the Inn to see how much gp you earn (see page 78). If you wanted to use the Bar's bonus to contribute to generating Influence and use the rest of the rooms' bonuses on gp, you'd attempt one skilled work check for Influence with a +10 modifier (the Bar's bonus) and another skilled work check for gp with a +31 modifier (the total bonuses from the Common Room, Lodging, and Stall).

Benefit (Rooms Only): This entry lists what non-downtime bonuses the room provides, such skill bonuses or changes to settlement modifiers (such as Corruption, Crime, and Danger). If a room provides a skill bonus, that bonus applies only when you're in the location specified. For example, just because you have a Ballroom in your castle doesn't mean you get its Perform bonus when you're in a dungeon.

The stat block doesn't list obvious benefits that aren't related to game mechanics. For example, a Bar allows you to sell drinks, a Kitchen allows you to serve food (either for your personal guests or to paying customers if the building is an Inn), and a Magical Repository allows you to research spells.

Create: This entry lists how much Goods, Influence, Labor, and Magic are required to construct the room or recruit the team. It also includes a gp value for purchasing a completed room of that type or recruiting an existing team of that type.

Time: This entry indicates how long it takes to complete the room or recruit the team. You may divide the Time price for a room by 2, 3, or 4 by spending 2, 3, or 4 times its Labor price. You may divide the Time price for a team by 2, 3, or 4 by spending 2, 3, or 4 times its Influence price. You must be in the settlement at the start of the construction or recruitment period, but don't have to spend any of your downtime days to begin construction or recruitment. In effect, you have to be present only to give the order to begin.

If a team doesn't have a Time price, spending capital to recruit that team doesn't count as a downtime action.

Note that the Time prices for teams are for recruiting the team for long-term employment and don't reflect the availability of these kinds of NPCs for temporary work. For example, if you need to hire a 3rd-level cleric to cast lesser restoration, you don't have to spend 7 days of downtime recruiting a Priest team—you can just make standard spellcasting arrangements as described in the Core Rulebook.

Size: If the unit is a room, this entry indicates a range of how many 5-foot squares are needed for a standard room of its type. For example, a Kitchen is 2—6 5-foot squares. If you need a larger room of this type, construct two rooms and join them. If you need a smaller room of this size, you can make it that smaller size for free. For example, if you only need a 5-foot-square Kitchen, you can construct one at the listed price, even though the smallest size listed is 2 5-foot squares.

If the unit is a team, this entry indicates how many people are needed for a standard team of its type. Typically the team is no smaller than 50% of this amount and no larger than 150% of this amount. If you need a larger team of this size, recruit two teams and combine them.

Upgrade: Some rooms and teams are variants of or improvements on others. You can change the room or team into the listed upgrade by spending the difference in both capital and time between the original and the new one. For example, if your building includes a Book Repository and you want to upgrade it to a Magical Repository, you can either spend 1 point of Goods, 1 point of Influence, 1 point of Labor, and 2 points of Magic, or spend 270 gp (the difference between the Create entry for a Book Repository and a Magical Repository). You must also spend 4 days (the Time difference between a Book Repository and a Magical Repository).

Pay the price only for types of capital that increase. For example, if you are converting Bunks into Lodging, you spend 3 points of Goods, 3 points of Labor, and 6 days; even though a Lodging costs less Influence, you don't regain any Influence for performing this upgrade.

You can't downgrade a room or team. With the GM's permission, you may repurpose any room or team into another room or team as if the change were an upgrade.

Description: A description of the unit follows the statistics, along with more detail about the benefits of having the unit.

Construction and Recruitment Delays

If the settlement's nature is contrary to the kind of building or organization you're trying to construct or create (such as a Black Market or Thieves' Guild in a settlement with low Crime and high Law settlement modifiers), the GM might decide that construction or recruitment takes 1d6 × 10% longer than normal (minimum 1 extra day) if you aren't monitoring the work.

You can shorten this extra time before or during the delay by spending 1 point of Influence, which reduces the additional time by 1d6 days (minimum 0 days of delay). You can instead have a cohort monitor the work, or hire a competent employee (see page 88) to do so; either of these options completely prevents the delay.

Moving an Organization

You can move an organization to a different settlement by paying half the price of recruiting it. This price accounts for paying relocation expenses for your teams, hiring replacements for people unwilling to move, and so on. Arranging the movement of an organization usually takes 1d6 days per team in the organization; the time needed to actually move the teams is the amount of time it takes to travel from the old settlement to the new one. The organization provides only half its benefits during the time you are arranging the move, and none of its benefits while traveling to the new settlement.

Instead of moving an entire organization, you can move just some of the teams within that organization. For example, if your Thieves' Guild includes two Robber teams, you could move one of the teams to a different settlement by spending 2 points of Influence and 1 point of Labor (half the price of recruiting a Robber team in the new location). This otherwise works like moving an entire organization. You may add these teams to an existing organization in the new settlement or use them to create a new organization.

Rooms

You can use the following rooms to construct buildings.

Alchemy Lab

Earnings gp, Goods, or Magic +10

Benefit counts as an alchemist's lab (equipment)

Create 8 Goods, 1 Influence, 5 Labor, 1 Magic (390 gp); Time 16 days

Size 8—16 squares

This room aids you when you're attempting Craft (alchemy) checks, researching new alchemist formulae, and performing similar alchemical tasks. Up to three people can use the room at a time.

Altar

Earnings Influence +3

Benefit counts as a permanent fixture dedicated to your deity for the purpose of consecrate and similar spells

Create 2 Goods, 1 Influence, 2 Labor, 1 Magic (210 gp); Time 4 days

Size 2—8 squares

This spiritual focal point has the iconography and materials required for a ceremony. A typical Altar takes the form of a stone altar, but it could also be a sacred pool, a sacrificial pyre, a collection of statuettes, or a similar sacred convergence.

Animal Pen

Earnings gp, Goods, or Labor +8

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days

Size 4—16 squares

Upgrades To Habitat

An Animal Pen houses animals that need more attention than horses and cattle. It could be used to house animals for food (like chickens or pigs), display (like song birds or reptiles), or protection (like dogs or large cats). One animal pen can support 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures, providing them with water and shelter. Food is not provided.

Armory

Benefit provides for 1 Bunks or Guard Post, hastens donning armor

Create 9 Goods, 3 Influence, 6 Labor (390 gp); Time 16 days

Size 5—15 squares

An Armory stores a variety of armor and weapons, providing enough equipment to supply one Bunks or Guard Post with common equipment (the guards or soldiers leave their armor and weapons here, and you don't have to pay for individual equipment for them as long as this room is not broken). The room is typically supplied with medium armor and appropriate martial weapons for the guards or soldiers in the building. The Armory contains an array of helpful tools to allow you to don armor in the time it normally takes to don hastily.

Artisan's Workshop

Earnings gp, Goods, or Influence +10

Benefit counts as masterwork artisan's tools for one Craft skill

Create 9 Goods, 9 Labor (360 gp); Time 20 days

Size 8—16 squares

This specialist's workshop provides a variety of tools and materials for a particular art form, such as glassworking, gemcutting, or sculpting, which you choose when you build the room. Up to three people can use the room at a time.

Auditorium

Earnings gp or Influence +15

Benefit bonus on Perform checks

Create 19 Goods, 1 Influence, 25 Labor (910 gp); Time 40 days

Size 40—100 squares

Upgrades From Ballroom

This large room is used for various artistic performances. It contains a stage, costumes, instruments, and seating for an audience. The superior acoustics and décor grant a +2 bonus on all Perform checks made in this room.

Ballroom

Earnings gp or Influence +10

Benefit bonus on Perform checks

Create 19 Goods, 19 Labor (760 gp); Time 40 days

Size 40—60 squares

Upgrades To Auditorium; Upgrades From Common Room

This large open room is intended for dances, receptions, and other elaborate events. The superior acoustics and decor grant a +2 bonus on all Perform checks made in this room.

Bar

Earnings gp or Influence +10

Benefit bonus on Diplomacy checks to gather information

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days

Size 10—20 squares

A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement.

Bath

Earnings gp or Influence +3

Benefit bonus on Fortitude saves against disease

Create 3 Goods, 1 Influence, 2 Labor (130 gp); Time 8 days

Size 3—6 squares

Upgrade From Sauna

A Bath contains a single large bathtub or multiple smaller basins, along with a stove for heating water. After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.

Battle Ring

Earnings gp or Influence +15

Benefit contestant gains a bonus on Intimidate and performance combat checks

Create 18 Goods, 4 Influence, 16 Labor (800 gp); Time 40 days

Size 40—100 squares

Upgrades To Sports Field

This enclosed field is used for some form of dangerous contest, from nonlethal sports like wrestling or boxing to lethal blood sports such as animal fights or gladiatorial combat. It includes seating for spectators, appropriate flooring (padded or sandy), and often some manner of barrier between the audience and combatants. Each day, the person in charge of the Battle Ring can grant one combatant a +2 bonus on Intimidate and performance combat checks (Pathfinder RPG Ultimate Combat 153). This benefit applies only within the settlement.

Bedroom

Earnings gp or Influence +3

Create 8 Goods, 7 Labor (300 gp); Time 20 days

Size 4—8 squares

A Bedroom provides comfort and privacy for one to two people, and typically features one large bed or two smaller beds. Many also have furnishings or features, such as chairs, wardrobes, chests, tables, or small fireplaces. A Bedroom might be the sleeping place of a building's owner or a comfortable room for rent.

Bell Tower

Earnings capital +1 (of a type the building already generates)

Create 11 Goods, 3 Influence, 7 Labor (450 gp); Time 28 days

Size 9—25 squares

This two-story room contains one or more bells suitable for warnings or music, along with bell pulls for operating the instruments from below. The bells can be heard up to 1 mile away.

Book Repository

Earnings gp or Influence +8

Benefit bonus on Knowledge checks of one type

Create 8 Goods, 2 Influence, 7 Labor, 1 Magic (460 gp); Time 16 days

Size 4—12 squares

Upgrades To Magical Repository

A Book Repository contains shelves upon shelves of books, in addition to chairs, desks, and tables for reading and studying. Most repositories contain books on a wide array of topics providing a general wealth of information, but some contain books focused on a specific topic. When you construct a Book Repository, select one Knowledge skill. If someone has a question relating to that Knowledge skill and is able to spend 1 hour researching in the Book Repository, she gains a +3 bonus on the Knowledge check to answer the question.

Brewery

Earnings gp or Influence +10

Create 9 Goods, 2 Influence, 7 Labor (380 gp); Time 24 days

Size 12—24 squares

A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages.

Bunks

Earnings gp or Labor +8

Create 7 Goods, 4 Influence, 7 Labor (400 gp); Time 24 days

Size 15—35 squares

Upgrades To Lodging

Bunks provide housing and limited storage for up to 10 people. Though hardly private, this space typically includes beds or cots, linens, small chests with poor locks, and chamber pots. If this room is part of an Inn, the building is more of a flophouse or hostel than a traveler's hotel, which would have private rooms. If part of a Hospital, this room houses patients.

Burial Ground

Earnings gp or Influence +4

Benefit prevents or creates undead

Create 4 Goods, 3 Influence, 4 Labor, 1 Magic (350 gp); Time 8 days

Size 20—30 squares

Upgrades To Crypt

This somber plot of land is dedicated to the internment of the dead. Up to 20 Medium or smaller corpses can be buried here, their plots clearly marked by gravestones, statues, or other markers. For an additional 200 gp, this area can be consecrated as holy or unholy ground. A corpse buried in holy ground cannot be animated as an undead creature. A corpse buried in unholy ground has a 5% chance every month of reanimating as an uncontrolled zombie. If you upgrade a Burial Ground, the area retains the consecration effect.

Cell

Create 5 Goods, 4 Labor (180 gp); Time 16 days

Size 1—9 squares

This uncomfortable room can imprison 1 to 4 captives. It is typically nothing more than a stone room with a straw-lined floor, though some might have the barest of comforts, like cots or chamber pots. One wall is typically constructed of sturdy bars and a door affixed with a simple lock. You can install manacles or masterwork manacles at the normal price of those items.

Ceremonial Room

Earnings Capital +10

Benefit bonus on Bluff, Diplomacy, and Intimidate checks (see below)

Create 16 Goods, 2 Influence, 15 Labor, 5 Magic (1,180 gp); Time 40 days

Size 40—100 squares

Upgrade To Throne Room; Upgrade From Common Room

This is a large, open room for important events such as religious services, town meetings, and weddings. It often features an elevated area for the focus or leader of the event, and might have seats for others in attendance. A person leading or officially speaking at the event gains a +1 bonus on Bluff, Diplomacy, and Intimidate checks to influence others at the event. This bonus ends when the event ends.

Classroom

Earnings capital +8

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 14 days

Size 5—20 squares

This small meeting place gives numerous attendees an unobstructed view of a single lecturer. Many classrooms contain seating for those in attendance, a lectern, and a display table or chalkboard.

Clockwork Shop

Earnings gp, Goods, or Labor +10

Benefit counts as masterwork artisan's tools for Craft (clockwork)

Create 9 Goods, 9 Labor (360 gp); Time 20 days

Size 8—16 squares

This workshop provides all of the precision tools and workstations required for creating delicate clockwork goods. Up to three people can use the room at a time.

Common Room

Earnings gp or Influence +7

Create 7 Goods, 8 Labor (300 gp); Time 16 days

Size 10—30 squares

Upgrade To Ballroom, Ceremonial Room, Throne Room

This versatile open area has enough space for many people to use at once. A Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

Confessional

Benefit bonus on Stealth checks

Create 2 Goods, 3 Labor (100 gp); Time 4 days

Size 2—4 squares

This pair of tiny, linked rooms allows for private conversations. Alternatively, you may construct a hidden space that allows you to watch another room without being observed, such as through a peephole in a tapestry or mosaic. One side of this room provides a +4 bonus on Stealth checks to hide from creatures in the adjoining room. A Confessional can be constructed in a way that allows this bonus to apply to creatures in both sides or just in one.

Courtyard

Earnings capital +5 (of a type the building already generates)

Create 4 Goods, 5 Labor (180 gp); Time 24 days

Size 20—40 squares

This large, open area might be constructed to feature decorative landscaping or be a more utilitarian space for drills, meetings, or storage.

Crypt

Earnings gp, Influence, or Magic +5

Create 5 Goods, 3 Influence, 5 Labor, 2 Magic (490 gp); Time 16 days

Size 8—30 squares

Upgrades From Burial Ground

This space is dedicated to the storage of prominent corpses. Above ground this space might take the form of a tomb. The duration of spells that preserve or protect corpses (such as gentle repose) are doubled when cast on a corpse that remains in this room.

Defensive Wall

Create 5 Goods, 2 Influence, 5 Labor (260 gp); Time 12 days

Size 20—40 squares

This simple wooden wall, fence, or hedge surrounds your structure and provides a modicum of security. It is no taller than 10 feet, includes a single gate with a simple lock, and can be scaled with a DC 14 Climb check. It can be constructed as a stone wall—increasing the height by up to 10 feet and the Climb DC to 20—by doubling the price. If combined with a Guard Post, this can be a walkable wall with a parapet.

Dock

Earnings gp, Goods, Influence, or Labor +12

Create 7 Goods, 2 Influence, 6 Labor (320 gp); Time 20 days

Size 10—30 squares

This is a series of walkways and sturdy posts used to safely moor a water vessel such as a boat or ship. If attached to Storage, it allows you to easily move cargo to and from the water.

Dojo

Earnings gp, Influence, or Labor +8

Benefit counts as a training facility for training or retraining

Create 7 Goods, 1 Influence, 7 Labor (310 gp); Time 20 days

Size 15—30 squares

This open area is used for practicing combat or other physical skills. If used for combat training, it includes humanoid-shaped training dummies or silhouettes for target practice. Most Dojos include simple floor mats or straw pallets to cushion falls, plus racks containing nonlethal versions of standard weapons. If used by a Thieves' Guild, instead of combat the Dojo might instead focus on evasion training, picking locks, and disabling traps. You can use a Dojo to train up to 10 people at a time. It can be used as Bunks, though it is much less comfortable than using actual beds or cots.

Drawbridge

Create 8 Goods, 2 Influence, 5 Labor (320 gp); Time 6 days

Size 4—8 squares

This retractable bridge spans a pit, moat, or similar danger, allowing you to control access to an area. You can raise or lower the bridge by spending a full-round action to operate the mechanisms constructed on either side of the span. When raised, the bridge creates a wooden barrier (hardness 5, 40 hit points). If the Drawbridge is destroyed, it can be rebuilt in the same place for half the initial construction price.

Escape Route

Create 9 Goods, 9 Labor (360 gp); Time 16 days

Size 6—12 squares

Upgrades From Secret Room

This is a hallway or tunnel leading to a hidden exit from the building. The exit door is typically a simple wooden door with an average lock (Disable Device DC 20 to open). Either or both ends of the hallway can be secret doors (Perception DC 20 to notice).

False Front

Earnings gp or Goods +2

Benefit bonus to Perception and Sense Motive DCs

Create 4 Goods, 1 Influence, 4 Labor (190 gp); Time 12 days

Size 10—20 squares

Upgrades To Storage and Storefront (see below)

This simple, nondescript business uses an innocuous front to hide criminal dealings. It might appear to be a low-quality pawnshop or ill-stocked market. It has the bare necessities for functioning as the kind of business it pretends to be, but its true purpose is to conceal the nature of the building—typically a criminal enterprise or secret meeting place, such as a cult's sanctuary or a den of thieves. The room includes a secret door leading to the rest of the building. The room increases Perception and Sense Motive DCs by 5 for those trying to notice unusual activity or determine whether the building is what it seems. Since a False Front contains both a false Storefront and false display area, its space can be upgraded to both Storage and a Storefront simultaneously (or upgraded to just one, leaving the remaining area unused).

Farmland

Earnings gp or Goods +10

Create 15 Goods, 15 Labor (600 gp); Time 20 days

Size 60—100 squares

This large swath of fertile land is used for farming or fodder for livestock. The price for this room includes clearing the land, fertilizing the soil, and so on. At the GM's discretion, you might discover a plot of available land that automatically counts as a Farmland at no cost.

Forge

Earnings gp or Goods +10

Benefit counts as masterwork artisan's tools for smithing skills

Create 9 Goods, 1 Influence, 8 Labor (370 gp); Time 20 days

Size 8—16 squares

A Forge includes a hearth, an anvil, a slack tub, metalworking tools, and other appropriate materials for shaping iron and other metals. A Forge counts as artisan's tools for up to three people working on metalworking skills such as Craft (armor) and Craft (weapons).

Game Room

Earnings gp +10 (see below)

Benefit Crime +1, Danger +10 (see below)

Create 8 Goods, 7 Labor (300 gp); Time 16 days

Size 10—20 squares

A Game Room has tables for gambling or other forms of gaming, and is often used to make wagers on blood sports or other illicit activities. The listed Earnings includes illegal gaming. If your building allows only legal gaming (whether recreational or using money), the Earnings are gp +5 (not +10) and the Benefit is Crime +0, Danger +0.

Garden

Earnings gp or Goods +8

Create 5 Goods, 4 Labor (180 gp); Time 12 days

Size 10—20 squares

Upgrades To Greenhouse

This area of carefully tended soil is fit for growing plants that require greater attention than crops, though you can use it to grow food crops if you choose.

Gatehouse

Benefit defenders get bonus on initiative and Perception checks

Create 15 Goods, 3 Influence, 12 Labor (630 gp); Time 40 days

Size 8—12 squares

Upgrades From Gauntlet, Guard Post

This defensive structure prevents access to a building. It is normally arranged so defenders have a clear line of sight to all room entrances or a clear view of all approaches to the building. It includes a strong wooden door with a good lock. You can improve this to an iron door for 500 gp. You can add a wooden portcullis for 500 gp or an iron portcullis for 1,000 gp. For an additional 80 gp, you can also count this room as a Gauntlet, allowing defenders to fall back and trap intruders here. You can construct this room in a tower layout (at no additional cost), which includes a second story that also counts as a Gatehouse. The listed price includes the cost of having unskilled employees as guards (1st-level commoners or experts with uniforms, but no armor or weapons). If the building has an Armory, these employees are armed and armored, but still mostly for show. If you want trained guards who can defend against dangerous intruders, hire professional guards or recruit a team of Guards or Soldiers. You can use a Gatehouse as a Tollbooth, which provides the same Earnings (gp or Goods +4). Any defender using the Gatehouse's defenses gains a +1 bonus on initiative checks and on Perception checks against intruders at the Gatehouse.

Gauntlet

Benefit defenders get improved cover

Create 4 Goods, 4 Labor (160 gp); Time 10 days

Size 4—8 squares

Upgrades To Gatehouse

This is an area with murder holes or similar defenses that give defenders an advantage when attacking or spying upon intruders. It has good wooden doors with simple locks to allow defenders to trap invaders inside. Any defender using the Gauntlet's defenses has improved cover against intruders in the Gauntlet, though these defenses limit what attacks the defenders can make. For example, a defender can shoot through a murder hole with a spell, bow, or crossbow, or can pour boiling water through it, but she can't attack through it with an axe.

Greenhouse

Earnings gp, Goods, or Influence +12

Create 8 Goods, 7 Labor (300 gp); Time 16 days

Size 10—20 squares

Upgrades From Garden

This garden is protected by glass and has its interior climate deliberately regulated. Delicate or exotic plants raised in this area grow larger and healthier than in a normal garden. Certain types of rare plants can be raised only in a Greenhouse.

Guard Post

Earnings gp or Goods +4

Benefit defenders get a bonus on initiative and Perception checks

Create 7 Goods, 2 Influence, 6 Labor (320 gp); Time 20 days

Size 6—10 squares

Upgrades From Tollbooth; Upgrades To Gatehouse

This defensive structure prevents access to a building. It is normally arranged so defenders have a clear line of sight to all room entrances or a clear view of all approaches to the building. You can construct this room in a tower layout (at no additional cost), which includes a second story that also counts as a Guard Post. The listed price includes the cost of having unskilled employees as guards (1st-level commoners or experts with uniforms, but no armor or weapons). If the building has an Armory, these employees are armed and armored, but still mostly for show. If you want trained guards who can defend against dangerous intruders, hire professional guards or recruit a team of Guards or Soldiers. Any defender using the Guard Post's defenses gains a +1 bonus on initiative checks and on Perception checks against intruders at the Guard Post.

Habitat

Earnings gp or Influence +12

Create 18 Goods, 3 Influence, 17 Labor (790 gp); Time 40 days

Size 40—60 squares

Upgrades From Animal Pen, Stall

A Habitat houses animals. Unlike a Stall or Hatchery, a Habitat provides comfortable lodging for exotic or rare creatures. This room contains cages and walled chambers for the resident creatures, with at least one wall constructed of bars or windows to allow visitors to observe the creatures. A Habitat built to house birds is often constructed with tall poles and netting to keep the creatures from flying away.

Hatchery

Earnings gp or Goods +5

Create 4 Goods, 1 Influence, 3 Labor (170 gp); Time 10 days

Size 2—6 squares

A Hatchery is used for nesting and hatching egg-laying creatures such as birds, lizards, owlbears, or dragons. Alternatively, it can be used for fish, shellfish, or other aquatic egg-laying creatures. This room might be on the roof to allow flying creatures to come and go, or might be connected to the building on ground level. It contains cages and soft bedding to cradle the eggs, and might contain a small wood-burning stove to keep the eggs warm if parent animals aren't available.

Infirmary

Earnings gp or Influence +8

Benefit counts as a healer's kit (see below)

Create 6 Goods, 1 Influence, 6 Labor, 1 Magic (370 gp); Time 16 days

Size 4—12 squares

An Infirmary is used for treating injured and sick people. It contains beds or cots, a wash basin, and medical supplies. This counts as having a healer's kit for up to two healers at a time. As long as the building doesn't have the broken condition, you don't need to track individual uses of these healer's kits.

Kitchen

Earnings gp or Goods +4

Create 4 Goods, 4 Labor (160 gp); Time 12 days

Size 2—6 squares

A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. A Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs.

Labyrinth

Earnings gp or Influence +5

Create 15 Goods, 15 Labor (370 gp); Time 30 days

Size 40—100 squares

A Labyrinth is a walled maze, hedge maze, or simple tiled pattern on the ground that those in need of tranquility can walk for quiet meditation.

Laundry

Earnings gp or Goods +3

Benefit bonus on Fortitude saves against contracting disease

Create 3 Goods, 3 Labor (120 gp); Time 8 days

Size 2—6 squares

A Laundry contains a large vat for soaking clothes, a cauldron to heat water, washboards, drying lines, and racks and bins for dry clothes. This might be an outside area adjacent to a building. Employees and regular users of a Laundry gain a +1 bonus on Fortitude saves to resist contracting a disease while they're in the settlement.

Lavatory

Benefit Bonus on Fortitude saves against contracting disease

Create 3 Goods, 3 Labor (120 gp); Time 4 days

Size 1—4 squares

Upgrade From Shack

A Lavatory includes up to four 5-foot-by-5-foot private rooms for dealing with biological functions. If a building doesn't have a Lavatory, people in it must go elsewhere for this sort of activity. Depending on the building and settlement, a Lavatory might be an outhouse, a closet with a chamber pot, or a stool connected to an external system such as a cesspit or pig trough. If the building has a Sewer Access, you can automatically connect all Lavatories in the building to the settlement's sewer system (see page 101). The sanitation improvement from having a Lavatory mean residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude saves to resist contracting a disease while in the settlement.

Leather Workshop

Earnings gp or Goods +10

Benefit counts as masterwork artisan's tools for leatherworking skills

Create 7 Goods, 1 Influence, 7 Labor (310 gp); Time 16 days

Size 4—10 squares

This workshop includes a sturdy table, stool, vats, drying racks, and tools designed for turning raw hides into leather. The Leather Workshop counts as masterwork artisan's tools for up to three people creating leather goods with skills such as Craft (leather) and Craft (shoes).

Lodging

Earnings gp +12

Create 10 Goods, 1 Influence, 10 Labor (430 gp); Time 30 days

Size 20—35 squares

Upgrades From Bunks

This area is subdivided into smaller chambers and provides private housing and limited storage for up to 10 people. Each chamber typically includes one or two small beds, linens, a chamber pot, and a small table and chair. The door to the chamber is a simple wooden door with a simple lock. You may upgrade individual locks by paying the price difference between a simple lock and the desired lock.

Magical Repository

Earnings gp, Influence, or Magic +12

Benefit bonus on Knowledge (arcana), Spellcraft, and spell research checks

Create 9 Goods, 3 Influence, 8 Labor, 3 Magic (730 gp); Time 20 days

Size 4—12 squares

Upgrades From Book Repository

A Magical Repository is similar to a Book Repository, but specific to the study of the arcane arts. It contains shelves of books, comfortable chairs, and tables for studying and for scribing notes and scrolls. If you construct this room from scratch, it grants someone who studies there for 1 hour a +3 bonus on a Knowledge (arcana) check to answer a question. If you upgrade a Book Repository into this room, you either keep the original Book Repository's bonus on Knowledge checks or change its skill to Knowledge (arcana). An hour of study in this room also grants a +3 bonus on Spellcraft checks. The room grants an additional +1 bonus on Knowledge (arcana) and Spellcraft checks for spell research (see Research a Spell on page 86) and crafting magic items.

Mill Room

Earnings gp or Goods +8

Create 8 Goods, 7 Labor (300 gp); Time 20 days

Size 20—30 squares

A Mill Room contains a mechanism to process grain, foodstuffs, and other raw materials. Most simple mills are powered by hand, but those powered by horses or other beasts of burden require a stable, those powered by water require running water for the water wheel, and those powered by wind require a tower.

Nursery

Earnings gp or Influence +6

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 14 days

Size 8—16 squares

A Nursery is used to care for infants and children. It contains cribs and beds for children, toys for their entertainment, a table for changing, and cabinets for supplies.

Observation Dome

Earnings gp, Influence, or Magic +5

Benefit bonus on Knowledge (geography), Knowledge (nature), and Knowledge (planes) checks

Create 8 Goods, 9 Labor, 1 Magic (440 gp); Time 20 days

Size 10—20 squares

This elevated room is open to the sky, has a skylight, or has a retractable roof to allow you to observe the passing of celestial bodies. An Observation Dome includes shelves containing records and notes, a telescope, and other devices dedicated to celestial study. If someone spends 1 hour researching in the Observation Dome, she gains a +2 bonus on Knowledge (geography), Knowledge (nature), and Knowledge (planes) checks to answer a question about the heavens.

Office

Create 3 Goods, 3 Labor (120 gp); Time 8 days

Size 2—5 squares

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.

Pit

Earnings gp or Labor +1

Create 1 Goods, 1 Labor (40 gp); Time 2 days

Size 1—5 squares

This is a place to dump things no longer needed. It can be used to contain refuse, dangerous waste, and piles of junk, or as a mass graveyard, communal latrine, or crude surface well. A typical pit is 5—15 feet deep with steep sides.

Printer

Earnings gp, Goods, Influence, or Labor +8

Benefit counts as masterwork artisan's tools for writing and printing skills

Create 9 Goods, 2 Influence, 7 Labor (380 gp); Time 20 days

Size 5—16 squares

Upgrades From Scriptorium

This specialized workshop contains a printing press, storage for paper, and drying racks for finished books and pamphlets. Up to three people can use the room at a time.

Reliquary

Earnings gp or Influence +5

Benefit bonus on Knowledge (religion) checks relating to its contents

Create 4 Goods, 4 Labor, 1 Magic (260 gp); Time 12 days

Size 1—4 squares

Upgrades To Vault

A Reliquary is built to securely store religious artifacts, and dedicated to a specific deity or philosophy. It contains shelves to house the items, special display cases to protect them, and sometimes chairs and tables to allow study. It's secured by a strong wooden door or grating with a good lock. Unlike a Vault, a Reliquary is intended to allow people to observe its contents. When stocked with relics appropriate to the chosen deity or philosophy, the room grants a +1 bonus on Knowledge (religion) checks relating to the history, powers, and purpose of those relics.

Sanctum

Benefit bonus on one Will save

Create 2 Goods, 1 Influence, 1 Labor, 1 Magic (190 gp); Time 6 days

Size 1—4 squares

This is a basic room with simple and pleasing decorations, clean lines, and a calming environment perfect for meditation, prayer, and solitude. A person who spends at least 4 hours in a Sanctum doing nothing other than praying or meditating gains a +1 bonus on Will saves. This bonus ends once the person leaves the settlement or after the first time she attempts a Will save.

Sauna

Earnings gp or Influence +3

Benefit bonus on disease and negative level recovery saves

Create 3 Goods, 3 Labor (120 gp); Time 8 days

Size 2—5 squares

Upgrades To Bath

This simple room contains benches, a central source of heat, stones, and a container of water with a ladle to help produce steam. Using a Sauna for an hour grants a person a +1 bonus on saving throws to overcome ongoing diseases (but not on saves to resist contracting diseases) and a +1 bonus on saving throws to recover from negative levels. This bonus goes away after 24 hours.

Scriptorium

Earnings gp, Goods, Influence, Labor, or Magic +5

Benefit counts as masterwork artisan's tools for writing skills

Create 7 Goods, 2 Influence, 6 Labor (320 gp); Time 16 days

Size 5—16 squares

Upgrades To Printer

A Scriptorium is where scribes do their work. It contains chairs and writing desks, as well as ink, paper, and other supplies needed to create or copy written works. Up to three people can use the room at a time for scribing scrolls or using Craft (calligraphy) or Profession (scribe).

Scrying Room

Earnings gp or Influence +2

Benefit increases the DC of scrying effects

Create 6 Goods, 1 Influence, 5 Labor, 3 Magic (550 gp); Time 16 days

Size 4—16 squares

A Scrying Room is built to be a quiet place for scrying, seances, and similar divinations. It contains a table, chairs, and either a pool of water (at no additional cost) or a suitable focus object for a scrying spell (for an additional 1,000 gp). A caster using scrying, locate creature, or a similar targeted divination from here increases the spell's DC by 1.

Secret Room

Create 5 Goods, 6 Labor (220 gp); Time 16 days

Size 6—10 squares

Upgrades From Vault; Upgrades To Escape Route

This is either a room or a passage connecting two rooms in the building. The access to this space is controlled by a secret a (DC 20). A passage can have secret doors at both ends or a normal door at one end and a secret door at the other. If it's a room, it is typically used to hide someone or something you don't want discovered. If it's a passage, it's typically used for clandestine travel within the building, often for the purpose of smuggling or spying. For every 500 extra gp you spend, you can improve one secret door in the building to a well-hidden secret door (DC 30).

Sewer Access

Create 2 Goods, 1 Influence, 2 Labor (110 gp); Time 4 days

Size 4—6 squares

A Sewer Access might be a tunnel or room, or something as simple as a sturdy trap door in the floor. Constructing it requires a settlement with a sewer or septic system, and connects some part of the building to that system. You can use this as an Escape Route, but only to get to and from the sewer. The door to the sewer is a strong wooden door with a good lock. For an additional 500 gp, it has an iron door instead. If you have a Lavatory and Sewer Access, you may automatically connect the Lavatory to the sewer with indoor plumbing.

Sewing Room

Earnings gp, Goods, or Influence +10

Benefit counts as masterwork artisan's tools for one Craft skill

Create 8 Goods, 7 Labor (300 gp); Time 16 days

Size 6—12 squares

A Sewing Room is used for designing heraldry and making cloth garments, tapestries, blankets, carpets, linens, and other textiles. It contains a loom; a spinning wheel; tapestry frames; shelves for fabric; worktables; and tools for spinning, weaving, and sewing. Up to three people can use the room at once; gaining the benefit of masterwork artisan's tools for skills such as Craft (cloth) and Craft (clothing), and for related skills such as Craft (baskets).

Shack

Create 3 Goods, 2 Labor (100 gp); Time 3 days

Size 2—4 squares

Upgrade To Lavatory, Storage

This no-frills wooden shelter contains a simple table, pallet bed, and stool. One person can build a shack with simple tools and basic materials. For an additional 1 point of Goods and 2 points of Labor, you can construct a brick or stone hut instead of a wooden shack.

Sitting Room

Earnings Influence +4

Benefit bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks

Create 12 Goods, 12 Labor (480 gp); Time 24 days

Size 6—10 squares

This is a room used for meeting and entertaining in a relaxed, comfortable setting, such as a den, dining room, or smoking room. It has furnishings appropriate to its function (chairs for a sitting room, table and chairs for a dining room, and so on). By spending an hour conversing with guests in a social manner, the host of the room gains a +1 bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks to influence or learn about those guests for the next 24 hours.

Sports Field

Earnings gp or Influence +10

Create 17 Goods, 3 Influence, 18 Labor (790 gp); Time 20 days

Size 40—100 squares

Upgrade From Battle Ring

This outdoor area is used for jousting, athletics, war games, and other sports. A Sports Field contains a playing area, seats for spectators and equipment for one type of game.

Stall

Earnings gp, Goods, or Labor +8

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days

Size 6—16 squares

Upgrade To Habitat

A Stall is a place to keep 1—2 horses or other Large domestic animals. It contains gates, feed troughs, feed, and straw.

Statue

Earnings gp or Influence +1

Create 1 Goods, 2 Labor (60 gp); Time 2 days

Size 1—9 squares

This area contains a statue, fountain, or other large decoration. If it has religious significance, it might serve as a shrine. The listed cost and time are only to install a completed wood, bronze, or stone feature—they don't include the cost and time to create the feature in the first place, but it must be installed to produce Earnings.

Storage

Earnings gp +2

Create 3 Goods, 3 Labor (120 gp); Time 8 days

Size 4—8 squares

Upgrades From False Front, Shack; Upgrade To Office, Vault

Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.

Storefront

Earnings capital +5 (of a type the building already generates)

Create 5 Goods, 1 Influence, 3 Labor (190 gp); Time 12 days

Size 2—4 squares

Upgrades From False Front

This is a simple storefront, holding a wooden counter, a ledger, shelves, and other necessities to run a business.

Summoning Chamber

Earnings Magic +3

Benefit bonus on Charisma, Diplomacy, Intimidate, and Knowledge (planes) checks

Create 11 Goods, 4 Influence, 10 Labor, 5 Magic (1,040 gp); Time 28 days

Size 6—16 squares

A Summoning Chamber is used to perform magical rituals to conjure outsiders. It contains a well-drawn, nearly complete magic circle on the floor—which you can complete with just a few chalk marks—suitable for use with magic circle spells, planar binding spells, and so on. A person who uses a Summoning Chamber gains a +3 bonus on Knowledge (planes) checks relating to a creature being called or summoned, and a +3 bonus on Charisma checks, Diplomacy checks, and Intimidate checks to influence or bargain with a creature called or summoned here.

Throne Room

Earnings Influence +15

Benefit bonus on Bluff, Diplomacy, and Intimidate, Knowledge (local), and Perform checks

Create 25 Goods, 5 Influence, 25 Labor, 5 Magic (1,650 gp); Time 40 days

Size 40—80 squares

Upgrades From Ceremonial Room, Common Room

A Throne Room is used to receive important visitors, such as nobles. The room contains a throne, various decorations, and a few seats for visitors. By spending an hour conversing with visitors, the host of the room gains a +1 bonus on Bluff, Diplomacy, Intimidate, Knowledge (local), and Perform checks to influence or learn about those guests for the next 24 hours.

Tollbooth

Earnings gp or Goods +4

Create 2 Goods, 1 Influence, 2 Labor (110 gp); Time 6 days

Size 1—5 squares

Upgrades To Guard Post

A Tollbooth is a small shelter designed to restrict movement on a road or bridge so the owner can collect fees from travelers. If this room is built near a settlement, it requires 1 point of Influence per day to maintain—or might be illegal, depending on the settlement.

Torture Chamber

Benefit bonus on Intimidate checks

Create 7 Goods, 3 Influence, 5 Labor (330 gp); Time 20 days

Size 6—16 squares

This grim room is used for interrogation as well as torture and other morally questionable acts. It contains structures to bind humanoids and various implements designed to inflict pain and discomfort. Interrogators in this room gain a +3 bonus on Intimidate checks to influence captives.

Trap

Benefit see below

Cost see below; Time see below

Size 1—4 squares

This can be a specific room in a building or an augmentation to another room. A Trap room might appear empty or it might be decorated to appear to be harmless in order to lure a target into the trap. A Trap costs are explained in the Core Rulebook, and building one uses the crafting rules in the Core Rulebook, though you may spend Goods and Labor toward this cost.

Trophy Room

Earnings gp or Influence +5

Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days

Size 4—20 squares

This is a place to hang trophies from your adventures, such as stuffed monster heads, rare paintings, strange statues, and old magic items you don't need any more. Because of the display cases and clutter, this room isn't much good for anything else, though it might include chairs or benches to allow people to sit while they admire your treasures. If you want to use your trophies to decorate another room instead of placing them in their own room, construct the Furnishings augmentation instead. A Museum makes money by charging visitors or sponsors to view items like these.

Vault

Create 8 Goods, 7 Labor (300 gp); Time 16 days

Size 4—8 squares

Upgrades From Reliquary, Storage; Upgrades To Secret Room

This is a secure room designed to keep out intruders. The access to this space is controlled by an iron door with a good lock. If you upgrade this room to a Secret Room, the door retains its material and lock and also becomes a secret door.

War Room

Benefit bonus on mass combat and skill checks while scheming

Create 8 Goods, 7 Labor (300 gp); Time 16 days

Size 4—12 squares

This is a room for planning military maneuvers, plotting grand heists, or providing briefings. It contains a large central table with plenty of chairs, maps, and figures to simulate troops and structures. When it's used for planning a battle, your army gains a +2 bonus on attack rolls and morale checks for their next battle within 24 hours. To grant the army this bonus, the army's commander must be present at the planning meeting for the battle or you must have some way of communicating these instructions to the commander. When used to scheme for an upcoming adventure (see page 87), a War Room allows you to use the scheme's planning bonus on two skill checks instead of one.

Workstation

Earnings gp, Goods, or Influence +8

Benefit counts as masterwork artisan's tools for one Craft or Profession skill

Create 8 Goods, 7 Labor (300 gp); Time 16 days

Size 8—16 squares

This includes a table, chair, and appropriate masterwork artisan's tools for one Craft or Profession skill you choose when you build the room. For example, if intended for a carpenter, it has clamps, saws, nails, hammers, and a sturdy worktable. Up to three people can use the room at a time.

Room Augmentations

Augmentations modify a room to be more productive, durable, or useful. Augmentations are permanent and can't be removed. If you upgrade a room you have augmented, the augmentation carries over to the upgrade, but the augmentation's cost isn't considered when you look at the difference between the base and upgrade room.

You can put more than one augmentation in a room, as long as they aren't the same augmentation.

Fortification (Augmentation)

Benefit increases room's durability

Create 8 Goods, 7 Labor (300 gp); Time 30 days

Size As original room

This upgrade can be applied to any room, reinforcing walls, improving doors, and treating or replacing flammable materials. Upon buying this upgrade, the room's walls have their hardness increased by +2, the doors are improved to strong wooden doors (hardness 5, hit points 20), and walls and floors gain fire resistance 5. This upgrade doesn't affect items within the room (for example, upgrading a Book Repository affects the structure, not the books within it).

Furnishings (Augmentation)

Earnings +5 on the room's check to generate capital

Create 9 Goods, 6 Labor (300 gp); Time 20 days

Size as original room

This upgrade adds fancy furnishings to one room, such as wooden paneling, marble floors, fine ceramic teacups, lifelike paintings, and canopies for beds. The decoration is appropriate to the nature of the room and building. For example, if applied to a Bar frequented by soldiers, it includes patriotic heraldry and placards memorializing war heroes.

Trap (Augmentation)

Adding a Trap augmentation to a room costs the same as adding a dedicated Trap room; see the Trap room on page 103.

Teams

You can recruit the following teams and combine them to create a variety of organizations.

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, Sage

An Acolyte is a newly trained divine spellcaster, sufficient for tending to the sick or advising on religious matters. An Acolyte is typically a 1st-level adept, cleric, druid, or oracle, with light armor (or no armor if an adept) and a weapon appropriate to her faith.

Apprentice

Earnings gp, Influence, or Magic +4

Create 2 Goods, 2 Influence, 1 Labor, 4 Magic (520 gp); Time 3 days

Size 1 person

Upgrades To Mage, Sage

An Apprentice is a newly-trained arcane spellcaster, sufficient for helping with magical rituals, generating flashy effects, or advising on magical matters. An Apprentice is typically a 1st-level bard, sorcerer, summoner, witch, or wizard.

Archers

Earnings gp, Influence, or Labor +6

Create 4 Goods, 3 Influence, 7 Labor (310 gp); Time 4 days

Size 5 people

Upgrades To Elite Archers; Upgrades From Soldiers

Archers are soldiers trained to use projectile weapons. They are typically 1st-level warriors, each with scale mail, a longbow, a buckler, and a longsword.

Bureaucrats

Earnings gp or Influence +4

Create 2 Goods, 4 Influence, 2 Labor (200 gp); Time 2 days

Size 5 people

Upgrade From Scofflaws, Soldiers

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 a 1st-, 2nd-, or 3rd-level expert with ranks in Bluff, Diplomacy, Intimidate, Knowledge (local), Linguistics, and Profession (barrister, clerk, or scribe).

Cavalry

Earnings gp, Influence, or Labor +7

Create 8 Goods, 3 Influence, 8 Labor (410 gp); Time 6 days

Size 5 people

Upgrades From Elite Soldiers, Soldiers; Upgrades To Cavalry Archers

Cavalry are soldiers trained to ride mounts in combat. They are typically 3rd-level warriors, each equipped with breastplate armor, a longsword, a lance, and a heavy steel shield and riding a combat-trained light horse.

Cavalry Archers

Earnings gp, Influence, or Labor +8

Create 9 Goods, 3 Influence, 10 Labor (470 gp); Time 7 days

Size 5 people

Upgrades From Cavalry, Elite Archers

Cavalry Archers are soldiers trained to ride mounts and use ranged weapons in combat before closing to melee. They are typically 3rd-level warriors, each equipped with breastplate armor, a short bow, a longsword, a lance, and a heavy steel shield and riding a combat-trained light horse.

Craftspeople

Earnings gp, Goods, or Labor +4

Create 3 Goods, 2 Influence, 4 Labor (200 gp); Time 2 days

Size 3 people

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 is a 4th-level expert (Pathfinder RPG NPC Codex 261) with 4 ranks each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement.

Cutpurses

Earnings gp, Goods, or Labor +3

Create 3 Influence, 1 Labor (110 gp); Time 1 day

Size 5 people

Upgrades To Robbers

Cutpurses are minor thieves (often youths) who earn money from petty crimes such as pickpocketing or stealing items from market stalls. They are typically 1st-level commoners (NPC Codex 256), experts (NPC Codex 260), or rogues (NPC Codex 144) with 1 rank in Perception, Sleight of Hand, and Stealth.

Driver

Earnings gp, Goods, or Labor +2

Create 2 Goods, 1 Influence, 1 Labor (90 gp); Time 0 days

Size 1 person

Upgrades From Laborers; Upgrades To Lackeys

Drivers are trained to handle and move common animals—managing ox-drawn carts, herding cattle, or training riding horses. A Driver is typically 1st-level expert with ranks in Handle Animal, Knowledge (geography), Profession (driver), Ride, and Survival.

Elite Archers

Earnings gp, Influence, or Labor +7

Create 5 Goods, 4 Influence, 8 Labor (380 gp); Time 6 days

Size 5 people

Upgrades From Archers, Elite Soldiers; Upgrades To Cavalry Archers

An Elite Archers team consists of 3rd-level warriors, each with scale mail, a longbow, a buckler, and a longsword.

Elite Guards

Earnings gp, Influence, or Labor +4

Create 3 Goods, 1 Influence, 4 Labor (170 gp); Time 2 days

Size 5 people

Upgrades From Guards; Upgrades To Elite Soldiers

Like Guards, this team defends a location but doesn't take on an active role. An Elite Guards team consists of 3rd-level warriors (NPC Codex 267), each wearing a chain shirt or banded mail and using a heavy steel shield and shortspear, a guisarme, or a halberd.

Elite Soldiers

Earnings gp, Influence, or Labor +6

Create 5 Goods, 3 Influence, 7 Labor (330 gp); Time 5 days

Size 5 people

Upgrades From Elite Guards, Soldiers; Upgrades To Cavalry, Elite Archers

Like Soldiers, this team will take aggressive action and seek out your enemies to kill them. An Elite Soldiers team consists of 3rd-level warriors (NPC Codex 267), each wearing a chain shirt or banded mail and using a guisarme, a halberd, or a heavy steel shield and a shortspear.

Guards

Earnings gp, Influence, or Labor +2

Create 2 Goods, 3 Labor (100 gp); Time 1 day

Size 5 people

Upgrades From Laborers; Upgrades To Elite Guards, 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 1st-level warrior wearing scale mail and using either a glaive or a heavy wooden shield and shortspear.

Laborers

Earnings gp or Labor +2

Create 1 Influence, 2 Labor (70 gp); Time 0 days

Size 5 people

Upgrades To Drivers, Guards, Lackeys, Sailors, Scofflaws

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 1st-level commoners (NPC Codex 256) with no ranks in Craft or Profession.

Lackeys

Earnings Influence or Labor +2

Create 1 Goods, 2 Influence, 2 Labor (120 gp); Time 1 day

Size 5 people

Upgrades From Drivers, Laborers

Lackeys 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 Lackeys anticipate your needs and coordinate with your other employees as well as those of your guests or host. A typical Lackey is a 1st-level commoner or expert with ranks in a subset of Diplomacy, Disguise, Intimidate, Knowledge (local), Knowledge (nobility), Linguistics, Perception, and Sense Motive.

Mage

Earnings gp, Influence, or Magic +7

Create 3 Goods, 2 Influence, 2 Labor, 8 Magic (960 gp); Time 7 days

Size 1 person

Upgrades From Apprentice

A Mage is a skilled but not especially remarkable arcane spellcaster, often a 3rd-level bard, sorcerer, summoner, witch, or wizard.

Priest

Earnings gp, Influence, or Magic +7

Create 3 Goods, 3 Influence, 3 Labor, 6 Magic (810 gp); Time 7 days

Size 1 person

Upgrades From Acolyte

A Priest is a skilled but unremarkable divine spellcaster, typically a 3rd-level adept, cleric, druid, or oracle, with light armor (or no armor, if an adept) and a weapon appropriate to her faith.

Robbers

Earnings gp, Goods, or Influence +4

Create 1 Goods, 4 Influence, 3 Labor (200 gp); Time 3 days

Size 5 people

Upgrades From Cutpurses

Robbers are expert thieves who commit burglary, robbery, and other violent crimes for profit. A typical robber is a 3rd-level expert or rogue with 3 ranks each in Climb, Disable Device, Intimidate, Perception, and Stealth.

Sage

Earnings gp or Influence +5

Create 5 Goods, 2 Influence, 2 Labor (200 gp); Time 4 days

Size 1 person

Upgrades From Acolyte, Apprentice

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 a 3rd-level expert with 3 ranks each in skills such as Appraise, Knowledge, Linguistics, Profession, and Spellcraft.

Sailors

Earnings gp, Goods, or Labor +2

Create 1 Goods, 1 Influence, 2 Labor (90 gp); Time 0 days

Size 5 people

Upgrades From Laborers

Sailors know how to sail a ship, navigate while at sea, and defend the vessel against pirates and other hostile boarders. A typical sailor is a 2nd-level expert (NPC Codex 260) with 2 ranks each in Acrobatics, Climb, Perception, Profession (sailor), Survival, and Swim.

Scofflaws

Earnings gp, Goods, or Influence +2

Create 3 Influence, 2 Labor (130 gp); Time 1 day

Size 5 people

Upgrades From Laborers; Upgrades To Bureaucrats

Scofflaws provide illegal but consensual services such as gambling, moonshining, or underground fighting. Note that other kinds of teams might perform these services (you could recruit a Laborers team to work as prostitutes or a Guards team to run an arena, for example), but this kind of team is skilled at these tasks.

Soldiers

Earnings gp, Influence, or Labor +5

Create 3 Goods, 2 Influence, 5 Labor (220 gp); Time 2 days

Size 5 people

Upgrades From Guards; Upgrades To Archers, Bureaucrats, Cavalry, Elite Soldiers

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 1st-level warriors, each with scale mail, a longsword, a heavy wooden shield, and javelins.