Building Name |
Skills & Tools |
Project Target |
Additional Benefits |
Castle |
Mason | Carpenter | Labor |
4000 |
Required for level 4 Authority, defensible structure. |
Courthouse |
Mason | Carpenter | Labor |
1250 |
Required for level 4 Security. |
Garrison |
Mason | Carpenter | Labor |
1500 |
Required for level 3 Authority, built within a region you control. |
Guardhouse |
Mason | Carpenter | Labor |
750 |
Required for level 2 Security. |
Guard Post |
Mason | Carpenter | Labor |
150 |
Required for level 1 Security. |
Jail |
Mason | Carpenter | Tinker | Labor |
1500 |
Required for level 3 Security. |
Palace |
Mason | Carpenter | Labor |
7500 |
Required for level 5 Authority. |
Town Hall |
Mason | Carpenter | Labor |
500 |
Required for level 1 Authority. |
Building Name |
Skills & Tools |
Project Target |
Additional Benefits |
Barracks |
Mason | Carpenter | Labor |
1000 |
Required for level 3 Training. |
Fort |
Mason | Carpenter | Labor |
2500 |
Required for level 4 Training. |
Military Academy |
Mason | Carpenter | Labor |
2500 |
Required for level 5 Training. |
Watchtower, Wood |
Carpenter | Labor |
400 |
Required for level 2 Defense, if manned provide active checks to threats upon the city. |
Watchtower, Stone |
Mason | Carpenter | Labor |
500 |
If manned provide active checks to threats upon the city. Also counts for requirement above. |
Building Name |
Skills & Tools |
Project Target |
Additional Benefits |
Walls, Wood |
Carpenter | Labor |
35 / Section (100' Long x 10' Tall) |
Level 1 Defense, DC 14 Climb |
Walls, Stone |
Mason | Carpenter | Labor |
75 / Section (100' Long x 10' Tall) |
Level 2 Defense, DC 17 Climb |
Walls, Reinforced |
Mason | Carpenter | Labor |
125 / Section (100' Long x 10' Tall) |
Level 3 Defense, DC 20 Climb |
Walls, Castle |
Mason | Carpenter | Labor |
200 / Section (100' Long x 10' Tall) |
Level 4 Defense, DC 25 Climb |
Tower, Wood |
Carpenter | Labor |
250 |
15' Tall Defensive Building. |
Tower, Stone |
Mason | Carpenter | Labor |
500 |
30' Tall Defensive Building |
Tower, Castle |
Mason | Carpenter | Labor |
1000 |
50' Tall Defensive Building |
Gates, Wood |
Carpenter | Labor |
200 |
AC 15 | 25 HP |
Gates, Reinforced |
Smith | Carpenter | Tinker |
350 |
AC 20 | 50 HP |
Gates, Castle |
Smith | Carpenter | Tinker |
500 |
AC 25 | 100 HP |
Gate House |
Mason | Carpenter | Tinker | Smith |
250 |
Allows for Portcullis placement and drawbridges. |
Portcullis |
Smith | Tinker |
300 |
AC 25 | 100 HP | DC 25 Athletics to lift. |
Drawbridge |
Carpenter | Smith | Tinker |
400 |
|
Building Name |
Skills & Tools |
Project Target |
Additional Benefits |
Alchemist |
Masons | Labor |
1000 |
Allows for the production of potions in the settlement. Advantage on Alchemy checks inside. |
Bank |
Carpenter | Mason | Smith | Tinker | Labor |
2500 |
Required for level 3 Wealth, allows for loans and investing. |
Brewery |
Carpenter | Mason | Tinkers | Labor |
1000 |
Allows for Brewers kit work, advantage on use of brewers kit for making brews. |
Exotic Artisan |
Carpenter | Mason | Smith | Tinkers | Labor |
1000 |
Allows for a specialty craftsmen to work and operate inside the city. |
Luxury Store |
Carpenter | Mason |
1250 |
Required for level 4 Wealth, allows for rare items |
Mint |
Carpenter | Mason | Smith | Tinkers | Labor |
3500 |
Required for level 5 Wealth, allows the production of currency. |
Open Air Market |
Mason | Carpenter | Labor |
500 |
Required for level 5 Economy. Also counts as one Amenity. |
Restaurant |
Carpenter | Mason | Labor |
750 |
Allows for culinary work. |
Shop |
Carpenter | Mason | Labor |
500 |
Required for level 4 Economy, allows for specific items to be sold. |
Smithy |
Mason | Smith | Tinkers | Labor |
750 |
Required for level 1 Economy, allows for the purchase of metal armor and weapons. |
Stable |
Carpenter | Labor |
300 |
Required for level 3 Trade. Allows for the purchasing and renting of horses. |
Tannery |
Carpenter | Labor |
600 |
Required for level 2 Economy, allows for the purchase of non metal armor. |
Trade Shop |
Carpenter | Mason | Labor |
750 |
Required for level 3 Economy, allows for PHB stock to be sold. |
Waystation |
Carpenter | Mason | Labor |
1750 |
Required for level 4 Trade, must be built along a trade route. |
Building Name |
Skills & Tools |
Project Target |
Additional Benefits |
Farm |
Carpenter | Nature | Labor |
500 |
Required for level 1 Sustainability. One farm sustains up to 2,000 people. |
Granary |
Carpenter | Mason | Tinkers | Labor |
500 |
Required for level 3 Sustainability. |
Lighthouse |
Carpenter | Mason | Tinker | Labor |
700 |
Required for level 5 Nautical, must be built on coastline. |
Lumber Mill |
Carpenter | Mason | Smith | Tinker | Labor |
750 |
Required for level 3 and higher Resources. |
Menagerie |
Carpenter | Mason | Smith | Labor |
1300 |
Allows the purchase or storage of rarer animals or mounts from the area. |
Mill |
Mason | Carpenter | Tinker | Labor |
500 |
Required for level 2 Sustainability. |
Mine |
Carpenter | Mason | Smith | Labor |
750 |
Required for level 3 and higher Resources. |
Pier |
Carpenter | Mason | Labor |
400 |
Required for level 3 Nautical, allows for fishing and water transport. |
Stockyard |
Carpenter | Mason | Labor |
600 |
Required for level 5 Resources, allows for 50% or greater discount on cost of building new structures. |
Waterfront |
Carpenter | Mason | Smith | Tinker | Labor |
1750 |
Required for level 4 Nautical, allows for the docking of more then one large vessel. |
Building Name |
Skills & Tools |
Project Target |
Additional Benefits |
Arena |
Carpenter | Mason | Smith | Tinker | Woodcarver | Labor |
2000 |
One of the requirements of the level 3 or higher Amenities. |
Bardic College |
Carpenter | Mason | Smith | Tinker | Woodcarver | Labor |
2500 |
Required for level 4 Lore. |
Dance Hall |
Carpenter | Mason | Labor |
750 |
One of the requirements of the level 3 or higher Amenities. |
Fairground |
Carpenter | Mason | Nature | Labor |
100 |
One of two options required for level 2 Amenities. (50x50 sq) |
Herbalist |
Carpenter | Herbalist | Mason | Labor |
1250 |
Required for level 3 Welfare. Allows for sale of herbs. |
Hospital |
Carpenter | Mason | Tinker | Medicine | Labor |
1500 |
Required for level 4 Welfare. Allows for the use of Medicine rolls in downtime. |
Inn |
Carpenter | Mason | Labor |
1200 |
One of two options required for level 1 amenities. This structure has rooms to sleep in. |
Monument |
Carpenter | Mason | Labor |
100 |
Required for level 3 lore. |
Museum |
Carpenter | Mason | Smith | History | Labor |
1250 |
Required for level 5 lore, allows for the gathering of information which would not normally be available. |
Orphanage |
Carpenter | Mason | Labor |
1200 |
Required for level 2 welfare. |
Park |
Carpenter | Mason | Nature | Labor |
200 |
One of two options required for level 2 Amenities. (50x50 sq) |
Sewer |
Mason | Labor |
750 (100' x 100' section) |
Required for level 5 welfare under the inhabited city. |
Tavern |
Carpenter | Mason | Labor |
500 |
One of two options required for level 1 amenities. This structure does not have sleeping quarters. |
Theater |
Carpenter | Mason | Smith | Tinker | Woodcarver | Labor |
1400 |
One of the requirements of the level 3 or higher Amenities. |
Building Name |
Skills & Tools |
Project Target |
Additional Benefits |
Academy |
Carpenter | Mason | Smith | Tinker | Woodcarver | Labor |
1500 |
Required for level 4 education. |
Caster's Tower |
Carpenter | Mason | Arcana | Labor |
2250 |
Required for level 3 arcane. |
Cathedral |
Carpenter | Mason | Smith | Woodcarver | Labor |
4000 |
Required for level 5 religion. |
Graveyard |
Mason | Religion | Labor |
400 |
Required for level 1 religion. |
Library |
Carpenter | Mason | History | Labor |
750 |
Required for level 3 religion. |
Magic Shop |
Carpenter | Mason | Arcana | Labor |
1000 |
Required for level 2 religion. |
Magical Academy |
Carpenter | Mason | Smith | Woodcarver | Arcana | Labor |
5000 |
Required for level 5 arcane. |
Monastery, Religious |
Carpenter | Mason | Smith | Woodcarver | Religion | Labor |
1750 |
Allows for the training of various holy people. |
Observatory |
Carpenter | Mason | Smith | Tinker | Woodcarver | Labor |
1500 |
Required for level 5 arcane. |
School |
Carpenter | Mason | Labor |
600 |
Required for level 2 education. |
Shrine |
Carpenter | Mason | Religion |
150 |
Required for level 3 religion. Single dedication can be outside or in a building. |
Temple |
Carpenter | Mason | Smith | Labor |
1500 |
Required for level 4 religion. |
University |
Carpenter | Mason | Smith | Tinker | Woodcarver | Labor |
3500 |
Required for level 5 education. |
Building Name |
Skills & Tools |
Project Target |
Additional Benefits |
House |
Carpenter | Mason | Labor |
250 |
2 Adults or New Family | Bedroom, Kitchen, Lavatory, Sitting Room, Storage | 1,500 GP |
Mansion |
Carpenter | Mason | Woodcarvers |
1500 |
Required for level 2 Wealth | 6,000 GP |
Noble Villa |
Carpenter | Masons | Woodcarvers |
2500 |
10,500 GP |
Tenement |
Carpenter | Mason | Labor |
500 |
Multifamily housing, houses up to four families. | 3,000 GP |
Custom Housing |
Varies |
Varies |
Can be built. |
Building Name |
Skills & Tools |
Project Target |
Additional Benefits |
Postal Building |
Carpenter | Mason | Labor |
350 |
Allows for delivery of mail and items along trade routes. |
Fortification, Normal |
Smiths |
250 |
Reinforces the Walls |
Fortification, Defensive |
Mason, Smiths |
500 (per wall) |
Reinforces walls of a structure to repel attacks. |
Walls, Stone |
Mason |
x1.2 |
Replaces wooden walls with stone |
Furnishings, Modest |
Woodcarvers |
10/Room |
Basic furnishings |
Furnishings, Wealthy |
Woodcarvers |
35/room |
Costs 10 GP a day in materials |
Furnishings, Aristocrat |
Woodcarvers |
50/room |
Costs 25 GP a day in materials. |
Architecture, Wealthy |
As normal |
x1.3 |
|
Architecture, Aristocrat |
As Normal |
x1.5 |
|
Road, Dirt |
Labor |
5 Points per 100 feet |
City Roads 10' Wide | Trade Roads 15' Wide |
Road, Cobble |
Masons |
20 points per 100 feet |
City Roads 10' Wide | Trade Roads 15' Wide |
Toll Booth |
Carpenters | Labor |
100 |
Allows collection of tolls and extends security from the city outwards. |
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