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pathfinder:campaignsystemii:buildings:start

Buildings

Overview

You can 'buy' or develop buildings and other capital assets, to help you establish a home, business or settlement. However, this will be a much slower process than under my previous campaign rules. You have to spend gold to buy buildings now, and the only buildings available are those listed in the Pathfinder Downtime Rules. However, once you have a building, you can personalize them with rooms from the Pathfinder Rooms lists. However, the development needs to be sensible and costed, before it is approved. :)

Don't get carried away with the teams and organizations listed on those pages. I have expanded many of them, and rationalized them somewhat.

Building Materials

These buildings are all constructed from light materials, such as wood, lathe and plaster, or thatch (Hardness 5, 40hp) - which is fine for most buildings. For some, such as your home, fort or castle, you may with to strengthen them, which is done on a room by room basis, using the Fortification Augmentation from the Rooms page. This is the equivalent of Masonry Walls (Hardness 8, 80hp). There are options for building higher stone walls, and adding to the defensive elements, but it gets expensive.

For initial military developments, think of western forts and a 'blockhouse', rather than European castles - which took years to build and were incredibly expensive. Many European castles were actually developed over generations, rather than in a few years. However, if you want to upgrade to thicker dressed stone walls, we can work out a price for that - after the building has been fortified.

Where can I build?

  • Village - (61–200 people) The smallest settlement that you can really build in - A village can support farms and one or two developments worth less than 1000gp, but after that you will have to build a tenement as housing for extra people. Then you could start building it up to be a small town.
  • Small Town - (201–2,000 people) buildings worth less than 1500gp.
  • Large Town - (2,001–5,000 people) Buildings worth less than 4000gp
  • City - (5,001+ people) any building on the list.
  • Wilderness or Borders - a few buildings are listed as suitable for Wilderness developments. Others, such as Redoubts, Forts and Castles, can be used to start a new settlement or holding. However, if you are in a dangerous or untamed environment, settlers will need protecting. It is always worth asking your GM for guidance as you plan a new settlement.

There are some exceptions, of course. Homes can be built just about anywhere, as can military buildings - although you will need permission to build military development in, or around, settlements.

Building Types

While buildings all have specific names, many of them can be re-skinned. A mansion in the country could be called The Manor or a Bandit Camp could be home to a unit of rangers. So long as the purpose is similar, and the stats stay the same, you can reskin things as you wish.

buildingslist

Homes - There are a number of buildings that are intended as homes for PCs and those NPCs who can afford them. You can generally build a Home anywhere you like, although you might need to get permission for large and expensive homes in Towns and Cities. However, these aren't your only options that can make a home for your PC. Any building with a bedroom and living 'facilities', can serve as a home - this includes Castles, Craft Businesses, Temples and many other buildings. However, if you use a business as a home, rather than a business, it won't generate an income for you.

Businesses - there are many buildings that can be used for commercial purposes, and will earn a regular income for you. While you own these businesses, you rent/lease them out to NPCs who do all the work and business management. Yan your income comes from the rents that you charge them.

Social - Educational and religious buildings are run as businesses, although they have a social aspect to them. They still earn you an income, although it is less than the income from other businesses, although they may have role-playing significance.

Military - Bases for military personnel need permission if you want to build them in an existing settlement. Local lords get twitchy when they see someone assembling an army on their doorstep. If you are in the borders or a wilderness area, that is a different matter as you are expected to be able to defend yourself. Military buildings earn you a small income, as you are assumed to hire your troops out as guards, or perhaps even mercenaries, on a semiregular basis.

Admin - These are buildings that do not generate an income at all, although they still contribute to the Capital Value of your holdings. While they are generally built by Local Administrations, these buildings can be put to private uses as well. A 'Town Hall', which is actually a small administrative building, could be reskinned as a Merchant base, or a Lawyer's office. You could choose to build a monument to commemorate something or build an Orphanage as a 'good deed'.

pathfinder/campaignsystemii/buildings/start.txt · Last modified: 2024/05/15 08:36 by johnb