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Rooms

Source Ultimate Campaign pg. 94
You can use the following rooms to construct buildings.

Alchemy Lab


Earnings gp, Goods, or Magic +10
Benefit counts as an alchemist’s lab
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.

Alter


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. 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. 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.

Summmoning 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.

Toolbooth


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 Designing a Trap , and building one uses the <%SKILS%Craft">crafting rules, 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, 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.

Wilderness Rooms

Source Heroes of the Wild pg. 14
The rooms below can help characters survive in the wild.

Archery Range

Earnings gp or Influence +8
Benefit Decreased chance of fired arrows being destroyed or lost
Create 12 Goods, 12 Labor (480 gp); Time 25 days
Size 20–50 squares

An Archery Range is an open area where one can train with ranged weapons. One end of the range features targets and a soft wall (often several feet of stacked hay or loose earth) to absorb missed shots, while the other side has benches, tables, and firing stands to accommodate trainees. Because the targets and soft wall behind them are designed to absorb ranged attacks, arrows that strike either surface have only a 5% chance of being destroyed or lost.

Blind

Earnings gp or Influence +2
Benefit Perception check required to see through
Create 3 Goods, 2 Influence, 3 Labor (180 gp); Time 10 days
Size 10–30 squares

A Blind is a semisolid wall constructed out of area-appropriate debris and flora. Between 10 and 15 feet high, a Blind helps to conceal any structures behind it as it blends in with the nearby landscape. Structures behind a Blind can be seen only with a successful DC 15 Perception check, and targets of ranged attacks made through a blind gain concealment. One Blind can cover 20 squares’ worth of structures; multiple Blinds can be used to conceal larger structures. A Blind can be thickened for double the construction cost, increasing the DC of the Perception check to see through the Blind to 20 and granting total concealment to creatures hiding behind it.

Grotto

Earnings gp or Influence +4
Create 15 Goods, 10 Labor (500 gp); Time 30 days
Size 5–10 squares

A Grotto is a naturally or artificially shaped cave in which people can live. Compared to a standard cave, a Grotto will usually boast features that make habitation more pleasant, such as door-sized openings, access to neighboring caves or water, and adequate ventilation.

Mystic Greenhouse

Earnings gp, Goods, Influence, or Magic +4
Benefit Bonus on Charisma-based checks attempted against creatures inside
Create 8 Goods, 3 Influence, 7 Labor, 5 Magic (890 gp); Time 20 days
Size 10–20 squares
Upgrades From Greenhouse

A Mystic Greenhouse has been specially modified to accommodate both the mundane and magical needs of supernatural plants and creatures of the plant type, making them easier to work with. In addition to the glass walls of a traditional Greenhouse, this chamber is set with devices that focus ambient magical energy to the benefit of those creatures growing inside, such as rune-inscribed plates or mirrors arranged to reflect and funnel magical energy. After a full day of exposure to the Mystical Greenhouse’s beneficial effects, creatures within become relaxed and compliant. Other creatures gain a +2 bonus on Charisma checks and Charisma-based skill checks against creatures that have spent the past 24 hours in a Mystic Greenhouse.

RANGELANDS

Earnings gp or Goods +15
Create 100 Goods (2,000 gp); Time 365 days
Size 300–500 squares

Rangelands are vast, unfenced areas of natural terrain that can be used to run large herds of cattle such as aurochs, horses, and sheep. While Rangelands can produce a significant profit, they involve a major investment of time and effort to maintain long enough for the herd to produce new livestock, as well as for livestock born in previous years to grow enough to be butchered, sheared, or otherwise harvested. Rangelands are different from pastures or farmlands in that they contain only native, local plant life, rather than crops placed to make them more effective grazing lands. Small communities often depend on Rangelands as their primary sources of income, and it is not uncommon for tribes to go to war over control of local Rangelands.

Reservoir System

Earnings gp, Influence, or Labor +10
Create 10 Goods, 10 Labor (400 gp); Time 40 days
Size 25–50 squares (though individual pools can be smaller)

A Reservoir System is a series of interconnected pools or tanks meant to collect and hold water from rains, springs, and other natural sources to act as a resource for plumbing networks or a source of water during times of drought. The pools are sealed to minimize water loss from evaporation and absorption into the surrounding ground, so the Reservoir System can be relied on throughout an entire dry season.

Watering Hole

Earnings gp, Goods, or Influence +8
Create 10 Goods, 3 Influence, 5 Labor (200 gp); Time 25 days
Size 30–50 squares

A Watering Hole provides bathing and drinking water for animals and traveling caravans. In addition to the pool of water itself, the Watering Hole also provides open space around it where animals can gather and rest. The pool can be a modified natural pond or spring, or it may be an artificially constructed pool that maximizes shore space around which animals can gather. Watering Holes often attract predators, which must be driven off or killed.

Room Augmentations

Source Ultimate Campaign pg. 104
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.

Wilderness Room Augmentations

Source Heroes of the Wild pg. 15
These augmentations can be added to the rooms presented in this volume or to rooms from Ultimate Campaign.

Arboreal (Augmentation)

Earnings Influence +2
Benefit Room is raised above ground
Create 6 Goods, 2 Influence, 6 Labor (300 gp); Time 15 days
Size As original room +9 spaces

This augmentation integrates a room into a large, sturdy tree or trees, raising the structure off the ground by one or two stories and wrapping the habitable space in or around the tree trunks. Usually, a room with this augmentation will have branches weaving through the room as the tree grows.

Attuned (Augmentation)


Benefit Allows the room to be affected by certain nature-related spells
Create 5 Goods, 5 Labor, 3 Magic (500 gp); Time 20 days
Size As original room

This augmentation integrates a room into the surrounding natural environment, putting the space into symbiosis with the local ecosystems. An Attuned room in a forest can be built amid great trees that act as some of the primary walls, while an Attuned room in a desert might be built to help foster the growth of desert plants. Once this augmentation is completed, the room is considered to be representative of the local flora for purposes of spells such as entangle or spike growth.

Intrigue Room Augmentations

Source Inner Sea Intrigue pg. 56
Master architects across the Inner Sea region and beyond use the following building materials to protect against thieves and spies as well as invaders.

Dead-Magic Wall: Dead-magic walls incorporate cold iron runes that negate all magic passing through, as described in the spell antimagic field. If a room is enclosed on all sides (including the ceiling and floor) by dead-magic walls, the area within functions as an antimagic field. Creating a dead-magic wall requires the spell antimagic field, the expenditure of 3,000 gp for each 5-foot-wide-by-10-foot-tall section of wall, and the creator to have the Craft Wondrous Item feat.

Lead-Lined Walls: Lead-lined walls block nearly all divinations from passing through, but are ineffective as long as any door is open so much as a crack. Detection and location magic generally is blocked as long as there is an unbroken lead barrier directly between the caster and the protected creature or object, but scrying effects, discern location, and other spells that aren’t limited to straight lines of effect are blocked only if the protected creature or object is seamlessly enclosed by lead-lined walls. Because of this and the fact that they are rumored to cause insanity in anyone who dwells within long enough, these walls are rarely used in any structures other than vaults and panic rooms. The price includes adding lead lining to any doors, shutters, and other openings into the room so that the lead seal is complete when they are closed. A room sealed fast against divination from all directions by lead is also airtight, potentially suffocating anyone trapped inside. A lead-lined wall costs an extra 250 gp for each 5-foot-wideby- 10-foot-tall section of wall. This augmentation cannot be applied to paper walls.

Secrecy Runes: Magically reinforced walls can incorporate secrecy runes to prevent magic from allowing someone to see within. Sounds cannot pass out of an area enclosed by secrecy runes on all sides (including ceilings and floors), as long as all exits are closed. In addition, the runes block divinations of or below a specified spell level (as indicated on the table below) from entering an area enclosed by secrecy runes on all sides (including ceilings and floors), even while portals to the area are open. See the table below for prices and the maximum level of spells each type of runes can block. Creating secrecy runes requires the Craft Wondrous Item feat, the spell mage’s private sanctum, and the expenditure of the listed amount of gold for each 5-foot-by-10-foot section of wall.

Runes of SecrecyMaximum Spell Level of Divination BlockedCost per Section of Wall*
Lesser3rd350 gp
Medium5th1,050 gp
Superior7th2,100 gp
* A section of wall is 5 feet wide by 10 feet tall.

The following room augmentations can be used to incorporate the above modifications to rooms and structures described in the downtime rules.

Dead Magic Walls (Augmentation)


Benefit
suppresses all magic in the room
Create 150 Goods, 75 Labor, 435 Magic (48,000 gp); Time 90 days
Size as original room, up to 8 squares

All walls in the room are dead magic walls, as described above.

Lead-Lined Walls (Augmentation)


Benefit
blocks all divinations when all portals are closed
Create 100 Goods, 100 Labor (4,000 gp); Time 20 days
Size as original room, up to 8 squares

All walls in the room are lead-lined walls, as described above.

Rune-Inscribed Walls, Lesser (Augmentation)


Benefit
prevents eavesdropping and divinations of 3rd level or lower from being used to spy on the room
Create 30 Goods, 10 Labor, 48 Magic (5,600 gp); Time 15 days
Size as original room, up to 16 squares

All walls in the room are built with lesser secrecy runes, as described above.

Rune-Inscribed Walls, Medium (Augmentation)


Benefit
prevents eavesdropping and divinations of 5th level or lower from being used to spy on the room
Create 60 Goods, 20 Labor, 152 Magic (16,800 gp); Time 30 days
Size as original room, up to 16 squares

All walls in the room are built with medium secrecy runes, as described above.

Rune-Scribed Walls, Superior (Augmentation)


Benefit
prevents eavesdropping and divinations of 7th level or lower from spying on the room
Create 120 Goods, 40 Labor, 304 Magic (33,600 gp); Time 45 days
Size as original room, up to 16 squares

All walls in the room are built with superior secrecy runes, as described above.