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Building Construction

While uncommon it is not unheard of adventurers owning a piece of land for themselves. There are many reasons to do this some of those reasons are owning rooms to practice your crafts, renting rooms to other adventurers or merchants, or just having a place to call home.  

Building Your Home

Should players wish to build a structure, they must pay the associated construction fee and invest the proper construction time to build it, as indicated on the Buildable Structures Table.   The cost of construction includes materials and labor. If your character is present and contributes to labor each for the entire duration of the construction time, you may reduce the structure's total cost by a percentage equal to half your character's level, rounded up. As contract work multiple characters may work on a structure for its entire construction time in this way to secure this benefit multiple times.   In order for a building and its rooms to function and thus be able to use their properties, the owner must pay a fixed rate that covers both the maintenance cost and the city's taxation. The Building Maintenance indicates how much money the structure and its expansions require to function. This rate must consistently be paid on a weekly basis. Failure to pay this cost causes the structure and its expansions to provide no benefits.   You can additionally hire a special type of NPCs called Hirelings which are divided in to two main categories, Soldiers and Spellcasters. You can see a list of hireling Job Titles, Salary Wages, and Sourcebook pages further ahead in the Hireling Soldiers & Casters section. Hirelings will remain close to the building only during the day (or night) unless housing is provided to them. The number of hirelings a building may hold is equal to 4 times the total room points of said building.  

Buildable Structures table

StructureRoom pointsConstruction costConstruction TimeBonus RoomBuilding Maintanence
Abbey650,000 gp60 Downtime PointsGarden250gp/week
College or Large School650,000 gp60 Downtime PointsTheater250gp/week
Cottage or medium house12,500 gp10 Downtime PointsAny room 50% gold discount12.5gp/week
Dungeon or barrow315,000 gp15 Downtime PointsJails75gp/week
Guildhall or lodge25,000 gp15 Downtime PointsDining Hall25gp/week
Keep or small castle650,000 gp60 Downtime PointsWar Room250gp/week
Noble estate w/ manor 425,000 gp20 Downtime PointsLibrary125gp/week
Outpost or fort 315,000 gp15 Downtime PointsArmory75gp/week
Palace or Large castle 10250,000 gp100 Downtime PointsAny room that costs only 1 room point1,250gp/week
Temple650,000 gp60 Downtime PointsChapel250gp/week
Tower, fortified315,000 gp15 Downtime PointsStables75gp/week
Trading posts or large house25,000 gp15 Downtime PointsCaravansary or lodgings25gp/week

 

Types of structures

The following is a list of the structures are available to build, and any attributes they may have.  
Abbey
A religious retreat for those so inclined. Often dedicated to a particular deity or holy or monastic order. Made plain or ornate, befitting its order, out of local stone or wood. Contains mostly communal living quarters for up to 100 persons, and a free garden that costs neither room points nor gold.  
College or large school
A center of scholarly learning concerned with a particular vocation, magical practice, or bardic tradition. Contains lavish private quarters for up to 10 instructors and communal, if not entirely stark, living of up to 0- students. Comes with a free theater that costs neither room points nor gold.  
Cottage or medium house
A small to medium cozy hovel, shop, or home that can house a maximum of 5 people in close quarters. Made of thatch, lumber, brick or similar. After you build this structure, you may later build one room at half of its normal gold cost here.  
Dungeon or barrow
An underground dwelling, dank, pungent, and dark. Perhaps composed of mineshafts, carved stone, or ancient sunken ruins. Dimly lit by torches, lava, or phosphorescent fungi. Contains communal living quarters for up to 50 tightly packed humanoids and free jails that cost neither room points nor gold.  
Guildhall or lodge
A large and often-storied house dedicated to housing members of a guild, typically all of a single profession or adventurous bent. contains private quarters for up to 25 individuals, and a free dining hall that costs neither room points nor gold.  
Keep or small castle
Fit to rule over a fiefdom or barony, this structure is equipped with heavy stone walls, turrets, and spires. There is a private room for the master of the keep, as well as private rooms for up to 50 distinguished guests. This structure may also house up to 450 servants or men-at-arms in less comfortable, occasionally communal living space. This structure comes with a free war room that costs neither room points nor gold.  
Noble estate with manor
A fine manor house on a wide tract of land, expertly manicured or tailored how you wish. Contains private rooms for up to 15 individuals, as well as lower quality and well hidden semi-private quarters for a serving staff of up to 35 people. Comes with a free library that costs neither room points nor gold.  
Outposts or fort
A forward, roughly military establishment hewn from rock or timber, this structure is a friendly presence in a hostile land. Contains private quarters for up to 25 officers and common bunks for up to 225 soldiers and staff. This structure comes with a free armory that costs neither room points nor gold.  
Palace or large castle
An opulent, beautiful, enormous structure, the worthy seat of a kingdom or empire. Contains personal chambers for the structure's owners, private quarters for up to 200 distinguished quests, and somewhat shabby residences for up to 1,800 servants and soldiers. This structure comes with one free room of your choice, so long as the room would typically cost only 1 room point. This room then costs neither room points nor gold.  
Temple
A large, solemn place carved in the image of a god or gods, decorated to suit their personalities, using whichever materials, forms, and iconography that the associated deities find most pleasing. Contains communal bunks suitable for up to 100 pilgrims or acolytes, and private quarters for up to 25 ranking members of the clergy. Comes with a free chapel that costs neither room points nor gold.  
Tower, fortified
A large single spire set somewhere high and remote with an excellent view, fortified towers are typically used as military lookouts, wizard's spires, or immense lighthouses. Includes private rooms for up to 25 occupants; tightly-packed bunks for up to 100 visitors, acolytes, or staff; and a stables that costs neither room points nor gold.  
Trading post or large house
Either a single, large buildings or a simple and colorfully adorned set of shacks, tents, or shops set up against a harbor, river, or crossroads, each holding wares ranging from astounding to mundane. Comes equipped with private lodging for 5 important persons and bunks or hammocks for up to 45 travelers, traders, or passing merchants. This structure also includes either a caravansary or lodgings that cost neither room points nor gold.  

Furnishing Your Rooms

Any time after a structure is built, the owner may choose to furnish already available rooms within the structure. The owner then expends the related gold cost of the room to provide for materials and labor, and, after the construction time indicated elapses, the room is furnished. Note that each room also carries a size cost in room points, and that your structure may never for any reason have more points used up by built rooms than are available for under its listed total room points on the Buildable Structures table.   As with the structures themselves, the cost of construction includes materials and labor. If your character is present and contributes to labor each for the entire duration of the construction time, you may reduce the structure's total cost by a percentage equal to half your character's level, rounded up. As contract work multiple characters may work on a structure for its entire construction time in this way to secure this benefit multiple times. Work may be done to furnish multiple rooms at the same time, but laboring characters may only gain a discount on one of them.   You can review each room in the Building Furnishing article.  

Modifying Your Rooms

Individual rooms can be built up, improved, and modified in a small variety of ways.   You may choose to purchase a modification from the list below for either a room being built or for one that has already been built. If the room is being built, the modification adds its built time to the total build time. If a modification is purchased for an existing room, the modification's building begins immediately, and the room will not provide a benefit until this building is complete. Some modifications have requirements, which the owner or at least one of the owner's allies within the structure must be able to fulfill in order to build.   You can review each room in the Room Modifications article.  

Hireling Soldiers & Casters

Any large-scale structure requires constant work, and upkeep to remain operational, and roving heroes aren't usually predisposed to building maintenance. Hirelings are individuals that can perform ordinary or skilled tasks at your behest, expecting payment in return. Soldiers are hirelings skilled in the art of combat, while spellcasting hirelings are those with at least a cursory grasp of magic.   Hirelings of any sort must be paid daily retain their service, and hirelings will desert their service after not reciving their pay.  
Hireling Training
Similarly to Downtime Skill training a hireling may be trained in any tool. You must either train them yourself in a tool proficiency you have or hire a PC with a tool proficiency for them to teach to the hireling. The gold cost is reduced to 800gp if they are trained by you. If a PC is hired, the 1000gp does not go to the PC, it is instead spent on equipment and resources for the hireling to learn and practice so additional pay must be provided to the teaching PC.   A hireling with a tool proficiency has a +5 bonus to checks they make with that tool. This bonus is considered to include both their relevant ability modifier and their proficiency bonus.   You can review the different hirelings in the Hireling List article.  

New Spell For Structures

The following spell may be cast by any class with access to the required level of spell slots.  

Call Stronghold

7th-level conjuration (ritual).
Casting Time: 1 hour.
Range: 100 feet.
Components: V,S,M (a fully cleared area the size of the structure and a small, perfect model of the structure worth at least 1,000 gp, which the spell consumes).
Duration: Instantaneous.
  You Summon your structure from one area to another, and it instantly appears within range upon the completion of this spell. If any substantial objects, debris, or similar exist in the area that the structure would materialize in, the spell fails, and all components and spell slots used in casting are lost. This spell is not limited to the plane the structure currently resides in, and may summon structures across planar boundaries.

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