Facilities

Facilities are powerful magical buildings or locations that grant creatures specific abilities under certain circumstances. Not every building in the Netherworld is a magical facility, nor does it grant capabilities for existing, however certain establishments when built, visited, or utilized in their entirety can be used to grant powerful effects.

A Facility is created much like a magic item, with the magic imbued into the facility during the creation of the building. These building can be created by anyone with the Craft Wondrous Items feat, and they tend to take twice the amount of time to create as a normal magic item would. They also require working crews to erect the building and put it in place.

The following is a description for the layout of these entries and how they are used.

**Name:** Facility name

**Price:** The price to purchase the facility.

**Craft:** The price to create the facility as well as required materials to create it.

**Improvement:** Improvements that can be purchased.

**Building Application:** This denotes what pre-existing buildings could be upgraded to gain these features if using the buildings and organizations rules.

**Caster Level:** The caster level of the facility. This will alter depending on who created it.

**Capacity:** How many creatures can be attuned to a facility to gain it’s bonuses without needing to visit it regularly.

**Size:** The size of the facility.

**Health:** How many hitpoints the facility possesses.

**Hardness:** The Hardness of the facility.

**Embattlements:** How many siege engines can be equipped to the facility, if any. If a siege engine is equipped to a facility, the facility can be enchanted as a magic weapon, applying the enchantments to the entire facility’s siege weapons.

**Throw Range:** Facilities can be lifted and thrown just as creatures can with the lift and throw combat maneuvers. This will give the facility a modifier to the creature’s strength score to determine how far it can be thrown by a creature.

**Throw Size and Damage:** This will give the area of effect if the building is thrown at a creature or in a location, as to how much damage it will do if it strikes a creature (Ranged touch attack), and it lists the damage the building will do If it strikes the creature. The creature always adds 1 and ½ it’s strength modifier to the damage dealt.

**Community Bonus:** The bonus that this structure grants to a community it is within. Creatures within the local area where the structure is located that spend regular time around that structure gain this bonus while within the community and it’s surrounding borders. Creatures can gain multiple community bonuses at a time.

**Attunement Bonus:** The bonus the structure grants to creatures attuned to it or that have visited it within the last 24 hours and used it’s facilities. Creatures can only gain the attunement benefits from a single facility at a time.

# ***Doghouse***

A literal dog house. Small and with a crossbones on the roof. The Dog house may be small and would not normally seem like an ideal monument but it possesses a homey feeling to it that draws others in.

***Price:*** 40,000 hl

***Craft:*** 28,000 hl, Tiny Hut, Braveheart, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +5), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +10 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Barracks, Garrison, Military academy, or Stable

***Caster Level:*** 14th

***Capacity:*** 5

***Size:*** Tiny

***Health:*** 140 (Or 10 hitpoints per caster level)

***Hardness:*** 5

***Embattlements:*** 0

***Throw Range:*** -2

***Throw Size and Damage:*** 15 by 15/4d6

***Community Bonus:*** Creatures gain a +4 bonus to survival checks and to handle animal checks and can gain 1 meals worth of food once every week for no cost. Mystic beasts an animal companions benefit from this twice a week.

***Attunement Bonus:*** Creatures attuned to the Doghouse gain a +2 bonus to their strength score, as well as an additional +1 hitpoint per hit dice. In addition they gain the following ability.

***Dog Eat Dog World (Su):*** Once per day, when the creature defeats an enemy, it can choose to spend a full round action to cannibalize the enemy. Doing so heals the creature of 5 hitpoints per hit dice of the enemy, and the creature gains a +2 circumstance bonus to fortitude saving throws for 3 hours afterward. Any additional hitpoints gained from this become temporary hitpoints that last for this duration.

# ***Warehouse***

A large warehouse built for storing various items.

***Price:*** 75,000 hl

***Craft:*** 37,500 hl, Tiny Hut, Secret Chest, Ant Haul, Craft Wondrous item

**Improvement:** Capacity +1 (+10,000 hl)(Max +12), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +12 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Arena, Barracks, Black Market, Fort, Garrison, Granary, Guildhall, Magic Shop, Museum, Trade Shop

***Caster Level:*** 12th

***Capacity:*** 12

***Size:*** Huge

***Health:*** 1200 (100 per caster level)

***Hardness:*** 10

***Embattlements:*** 0

***Throw Range:*** -12

***Throw Size and Damage:*** 30x30 (8d8)

***Community Bonus:*** The Warehouse can store up to 24,000 cubic feet’s worth of items, and items stored here are generally protected from theft and the like. This size is based on caster level and is 2,000 cubic feet per level. This is an extra dimensional space within the building. In addition creatures are treated as if their strength was +4 higher for the purpose of determining carrying capacity. Creatures can throw items, vehicles, or other creatures at the building with intent to store them. When the object, Item, or creature strikes the building with the intent of storage, it is immediately placed in a suitable location for it to appear within the warehouse. Creatures intrinsically know where their own items are located within the warehouse.

***Attunement Bonus:*** Creatures attuned to the Warehouse are always effected by an ant haul spell. If dispelled, the spell will return within 1d6 rounds. In addition they gain the following ability.

***Devil Storage (Su):*** The creature gains access to an extra dimensional space in which they can store items. They can open this space as a standard action and it will maintain staying open until closed. This functions like a Bag of Holding IV. It is closed as a move action. This extra dimensional space is only accessible while attuned to the warehouse, and the items within the bag are located at the warehouse.

# ***Academy***

A large and prestigious school where only the most capable and intelligent students attend.

***Price:*** 130,000 hl

***Craft:*** 65,000 hl, Tiny Hut, Craft Wondrous Item, Deathwatch

**Improvement:** Capacity +1 (+10,000 hl)(Max +4), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +10 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Academy, Bardic College, Dance Hall, Guildhall, Library, Magical Academy, Military Academy, Monastery, Palace, University

***Caster Level:*** 16th

***Capacity:*** 8

***Size:*** Huge

***Health:*** 1600 (or 100 per caster level)

***Hardness:*** 10

***Embattlements:*** 0

***Throw Range:*** -12

***Throw Size and Damage:*** 30x30 (8d8)

***Community Bonus:*** All spells cast within the community are cast at +1 caster level. In addition the time it takes to research new spells as wizard, witch, or similar class that has such capabilities, can do so faster, with the time to do so lessening by 25%.

***Attunement Bonus:*** All spells cast are done at +2 caster level. This does not stack with the community bonus. The creature also gains a +1 bonus to the saving throw DC’s of all of it’s spells and any class ability granted by a spellcasting class. In addition they gain the following ability.

***Academic Advancement (Ex):*** Once per day the caster can choose to switch any spell’s school of magic to another school for a single casting of the spell. This can be done while the spell is being cast by making a spellcraft check DC: 10+enemy’s wisdom modifier+2X the spell’s level. If done successfully the enemy does not realize that the spell works differently or is of a different spell school.

# ***Hut***

A small Hut with a straw roof. It isn’t much but it keeps the weather out. Usually.

***Price:*** 92,000 hl

***Craft:*** 46,000 hl, Tiny Hut, Braveheart, battlemind link, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +6), Hardness +5 (+2,500 hl) (Max +10), Hitpoints +2/caster level (+2,500 hl) (Max +8 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Military Academy, Fort, Garrison, Bandit Camp

***Caster Level:*** 8th

***Capacity:*** 6

***Size:*** Small

***Health:*** 80 (10 per caster level)

***Hardness:*** 5

***Embattlements:*** 1

***Throw Range:*** -2

***Throw Size and Damage:*** 15 by 15/6d6

***Community Bonus:*** Creatures gain a +4 bonus to survival checks and to knowledge Nature checks. The creatures also gain a +2 bonus to melee damage rolls.

***Attunement Bonus:*** Creatures attuned to the Hut gain a +2 bonus to their strength score, as well as an additional +1 hitpoint per hit dice. In addition they gain the following ability.

***Tribal Security (Su):*** So long as the creature is within 60 feet of another creature benefitting from the Hut’s community bonus or to a creature attuned to the hut, or creatures attuned to a Raider Hut, it gains a +5 foot bonus to it’s movement speed, a +2 bonus to fortitude saving throws, and a +4 bonus to perception checks. If two others attuned to the hut are within 60 feet, these bonuses are doubled. If a creature attuned to a raider hut is within 60 feet, you also gain an additional +10 hitpoints. This bonus applies even if the allied creature is attuned to a different hut or raider hut than your own. Only enemies attuned to raider huts do not increase your capability. Finally, if you possess the evility mass psyche, the range for it increases by +30 feet.

# ***Makai Gate***

A gazebo like object with a glowing floor that allows for instantaneous travel to other

locations. Like a dimensional gate but smaller.

***Price:*** 210,000 hl

***Craft:*** 105,000 hl

**Improvement:** Capacity +1 (+10,000 hl)(Max +6), Hardness +5 (+2,500 hl) (Max +20), Hitpoints +2/caster level (+2,500 hl) (Max +10 /caster level), Caster level +1 (3,000 hl) (Max +20)

**Building Application:** Anywhere

***Caster Level:*** 16th

***Capacity:*** 4

***Size:*** Small

***Health:*** 1920 (120 hitpoints per caster level)

***Hardness:*** 15

***Embattlements:*** 0

***Throw Range:*** -2

***Throw Size and Damage:*** 15 by 15/6d6

***Community Bonus:*** Creatures gain a +4 bonus to knowledge the planes checks, and in addition they gain access to a teleportation system. The Makai gate allows for creatures utilizing it to be effected by an Interplanetary Teleport spell. Only one creature at a time may pass through a makai gate.

***Attunement Bonus:*** Creatures attuned to the Makai gate gain a +4 bonus to saving throws to resist teleportation based effects, and to armor class against effects such as dimensional anchor. In addition the creatures gain the following ability.

***Total Recall (Su):*** Once per day as a swift or immediate action, the creature can teleport itself to the area of the Makai gate as if teleporting with the Interplanetary Teleport spell. This brings them back to the makai gate immediately.

# ***Raider Hut***

An outpost for warriors and raiders to recuperate before heading back out on the battlefield.

***Price:*** 190,000 hl

***Craft:*** 95,000 hl, Tiny Hut, Braveheart, battlemind link, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +8), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +10 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Military Academy, Fort, Garrison, Bandit Camp

***Caster Level:*** 12th

***Capacity:*** 8

***Size:*** Small

***Health:*** 1200 (100 hitpoints per caster level)

***Hardness:*** 10

***Embattlements:*** 2

***Throw Range:*** -2

***Throw Size and Damage:*** 15 by 15/6d6

***Community Bonus:*** Creatures gain a +4 bonus to survival checks, Diplomacy checks, and to Intimidate checks.

***Attunement Bonus:*** Creatures attuned to the Hut gain a +4 bonus to their strength score, as well as an additional +2 hitpoints per hit dice. If they possess a leadership score, it increases by +4 as well.

***Raider’s Vigilante Justice (Su):*** The Raider can add it’s charisma modifier to a single attack and damage roll once per day. In addition if a creature attuned to a raider hut is within 60 feet of another creature attuned to a raider hut, it cannot be caught flat footed or flanked. If within 60 feet of a creature attuned to a hut, it gains a +1 bonus to attack rolls. This becomes +2 if three creatures attuned to a hut are within 60 feet. In addition if the creature possesses the evility Mass Psyche, it’s range increases by +30 feet.

# ***Outpost Tent***

A small tent with the nation’s flag and heraldry on it. Neat.

***Price:*** 120,000 hl

***Craft:*** 60,000 hl, Tiny Hut, Cat’s Grace, mindlink, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +12), Hardness +5 (+2,500 hl) (Max +5), Hitpoints +2/caster level (+2,500 hl) (Max +4 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Bandit Camp, Guildhall, Magical Academy, Military Academy, Observatory, Palace, University, Watchtower, Barracks, Black Market

***Caster Level:*** 12th

***Capacity:*** 8

***Size:***  Tiny

***Health:*** 80 (10 hitpoints per hit dice)

***Hardness:*** 5

***Embattlements:*** 1

***Throw Range:*** -2

***Throw Size and Damage:*** 15 by 15/4d6

***Community Bonus:*** The Outpost tent grants creatures leaving the community with 1 day’s worth of rations for free, and a +4 bonus to d20 rolls made to resist fatigue, exhaustion, suffocation, or drowning for 1 week. Creatures still within the community gain a +4 bonus to knowledge local checks. In addition creatures within the outpost Tent can communicate as per the outpost communications ability below, but only to creatures attuned to the outpost, or command center, or to other allied facilities within the range of the Outpost tent or command center.

***Attunement Bonus:*** Creatures attuned to the Outpost Tent gain the community bonus for leaving the community permanently so long as they remain attuned. In addition they gain a +4 bonus to all saves vs. poison and disease, and a +2 bonus to their dexterity. They also gain the following ability.

***Outpost Communications (Su):*** Creatures attuned to the outpost can communicate with one another as if by telepathy out to 14 miles (Or a number of miles equal to the caster level of the creator). They must speak out loud for the creature to hear them still. They can also communicate with any creature in a command center, or attuned to one if there is one within range.

# ***Fortress***

A powerful stone structure with a flame burning atop and a massive draw bridge.

***Price:*** 340,000 hl

***Craft:*** 170,000 hl, Magnificent Mansion, Braveheart, battlemind link, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +2), Hardness +5 (+2,500 hl) (Max +20), Hitpoints +2/caster level (+2,500 hl) (Max +20 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Guildhall, Magical Academy, Military Academy, Observatory, Palace, University, Watchtower, Barracks, Black Market, Fort, Courthouse, Cathedral, Garrison, Mansion, Monument, Museum, Noble Villa

***Caster Level:*** 16th

***Capacity:*** 8

***Size:*** Colossal

***Health:*** 2,400 (15 hitpoints per caster level)

***Hardness:*** 20

***Embattlements:*** 6

***Throw Range:*** -20

***Throw Size and Damage:*** 40x40 (12d12)

***Community Bonus:*** Creatures gain a +4 bonus to all martial knowledge checks. In addition creatures in the community cut their penalty for wielding weapons they aren’t proficient with in half. They also gain enough food for a meal once a day, two days a week.

***Attunement Bonus:*** Creatures attuned to the Hut gain a +6 bonus to their strength score, as well as an additional +3 hitpoints per hit dice. If they possess a leadership score, it increases by +6 as well.

***Hold Down the Fort (Su):*** The creature attuned to the fortress gains an additional attack at it’s highest base attack bonus when it makes a full attack so long as an ally attuned with a fortress is within 60 feet of them. If within 60 feet of a creature that is attuned to a fortress, castle, hut, or raider hut, the creature gains a +1 bonus to it’s initiative roll for each one, and grants each of them +12 temporary hitpoints for as long as they remain within 60 feet of him.

# ***Castle***

The housing of the best Royalty. The Castle is a marvel of engineering and a beautiful display of power.

***Price:*** 640,000 hl

***Craft:*** 320,000 hl, Magnificent Mansion, Braveheart, battlemind link, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +2), Hardness +5 (+2,500 hl) (Max +20), Hitpoints +2/caster level (+2,500 hl) (Max +12 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Guildhall, Magical Academy, Military Academy, Observatory, Palace, University, Watchtower, Barracks, Black Market, Fort, Courthouse, Cathedral, Garrison, Mansion, Monument, Museum, Noble Villa

***Caster Level:*** 20th

***Capacity:*** 8

***Size:*** Colossal

***Health:*** 4,000 (200 hitpoints per caster level)

***Hardness:*** 30

***Embattlements:*** 8

***Throw Range:*** -20

***Throw Size and Damage:*** 40x40 (12d12)

***Community Bonus:*** Creatures within the community are treated as if they have received full bed rest whenever they sleep normally every night. In addition they gain a +4 bonus to any profession or craft checks they make. They also add their relevant modifier to the amount of money they receive if they make a profession roll to make money.

***Attunement Bonus:*** Creatures attuned to the Hut gain a +8 bonus to their strength score, as well as an additional +4 hitpoints per hit dice. If they possess a leadership score, it increases by +8 as well.

***King’s Castle (Su):*** Creatures attuned to a castle are treated as if they were attuned with a Fortress, a Raider Hut, and a Hut for the purpose of granting creatures attuned to them abilities. So long as an ally attuned with a Castle is within 60 feet of them, the creature gains a +2 bonus to all d20 rolls and armor class. If within 60 feet of a creature that is attuned to a fortress, castle, hut, or raider hut, you gain +1 damage dice to all of your hit point damage dice rolls. All of those creatures within range for you gain a +2 bonus to a single d20 roll of your choice.

# ***Command Center***

A Large fortress like structure with two towers and a large stone balcony over a barred gate.

***Price:*** 340,000 hl

***Craft:*** 170,000 hl, Magnificent Mansion, mindlink, cat’s grace, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +16), Hardness +5 (+2,500 hl) (Max +20), Hitpoints +2/caster level (+2,500 hl) (Max +18 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Bandit Camp, Guildhall, Magical Academy, Military Academy, Observatory, Palace, University, Watchtower, Barracks, Black Market, Fort, Courthouse, Cathedral, Garrison

***Caster Level:*** 20th

***Capacity:*** 8

***Size:*** Colossal

***Health:*** 4,000 (200 hitpoints per caster level)

***Hardness:*** 30

***Embattlements:*** 8

***Throw Range:*** -20

***Throw Size and Damage:*** 40x40 (12d12)

***Community Bonus:*** The Command center grants creatures leaving the community with 1 weeks worth of rations for free, and a +6 bonus to d20 rolls made to resist fatigue, exhaustion, suffocation, or drowning for 1 week. Creatures still within the community gain a +6 bonus to knowledge local checks. In addition creatures within the Command Center can communicate as per the outpost communications ability below, but only to creatures attuned to the Center or outpost tent, or to other allied facilities within the range of the Command center, or Outpost tent.

***Attunement Bonus:*** Creatures attuned to the Command Center gain the community bonus for leaving the community permanently so long as they remain attuned. In addition they gain a +6 bonus to all saves vs. poison and disease, and a +4 bonus to their dexterity. They also gain the following ability.

***Outpost Communications (Su):*** Creatures attuned to the outpost can communicate with one another as if by telepathy out to 36 miles (Or a number of miles equal to the caster level of the creator X2). They must speak out loud for the creature to hear them still. They can also communicate with any creature in a command center or outpost tent, or attuned to one if there is one within range.

# ***Super Fortress***

A massive fortress with sprawling towers and armaments.

***Price:*** 770,000 hl

***Craft:*** 385,000 hl, Magnificent Mansion, Braveheart, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning, Bear’s Endurance, Bull’s Strength, Owl’s Wisdom, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +2), Hardness +5 (+2,500 hl) (Max +30), Hitpoints +2/caster level (+2,500 hl) (Max +18 /caster level), Caster level +1 (2,000 hl) (Max +16)

**Building Application:** Guildhall, Magical Academy, Military Academy, Observatory, Palace, University, Watchtower, Barracks, Black Market, Fort, Courthouse, Cathedral, Garrison, Mansion, Monument, Museum, Noble Villa

***Caster Level:*** 24th

***Capacity:*** 8

***Size:*** Colossal

***Health:*** 4,000 (200 hitpoints per caster level)

***Hardness:*** 30

***Embattlements:*** 10

***Throw Range:*** -20

***Throw Size and Damage:*** 40x40 (12d12)

***Community Bonus:*** Creatures within the community gain +20 hitpoints and they gain a +2 dodge bonus to their armor class. In addition they gain a +2 bonus to aid another checks and to the bonus granted.

***Attunement Bonus:*** Creatures attuned to the Super Fortress gain the advanced creature template (+4 to all ability scores and +3 natural armor bonus to armor class), in addition to always having the community bonus. Finally they gain the following ability.

***Super Defender (Su):*** Once per day, a creature attuned to a super fortress, can choose to multiply it’s relevant modifier by the number of creatures attuned to the super fortress within 60 feet of it. This number is then subtracted from damage from a single damage source. If the damage source is an area effect, this applies to all attuned allies within 60 feet that are within the area of effect.

# ***Hospital***

A large building surrounded in barbed wire where the sick and wounded go to heal.

***Price:*** 180,000 hl

***Craft:*** 90,000 hl, Tiny Hut, Celestial Healing, Infernal Healing, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +12), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +10 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Guildhall, Magical Academy, Military Academy, Observatory, Palace, University, Watchtower, Barracks, Fort, Cathedral, Garrison, Mansion, Noble Villa, Hospital

***Caster Level:*** 14th

***Capacity:*** 6

***Size:*** Huge

***Health:*** 1,400 (100 hitpoints per caster level)

***Hardness:*** 10

***Embattlements:*** 2

***Throw Range:*** -12

***Throw Size and Damage:*** 30x30 (8d8)

***Community Bonus:*** The Hospital grants creatures within the community access to medical goods and healing procedures, as well as access to various medications and other similar things. Creatures within the community gain a +4 bonus to all heal checks. In addition when healed by a magical healing effect that heals hit point damage, they heal an additional +5 hitpoints.

***Attunement Bonus:*** The creature gains a +4 bonus to it’s wisdom score and fast healing 3. Healing checks take ½ the time to perform and the creature gains a +4 bonus to the heal check made. In addition the creature gains the following ability.

***Hospice Care (Su):*** When the creature is effected by a spell or technique that heals hitpoints or cures status ailments, they heal an additional number of hitpoints equal to their relevant modifier. Once per day they can choose to double this amount.

# ***Shop***

A well known merchant establishment where creatures can buy their wares.

***Price:*** 121,000 hl

***Craft:*** 60,500 hl, Charm Person, Make Whole, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +6), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +10 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Any

***Caster Level:*** 14th

***Capacity:*** 6

***Size:*** small

***Health:*** 1,400 (100 hitpoints per caster level)

***Hardness:*** 10

***Embattlements:*** 1

***Throw Range:*** -8

***Throw Size and Damage:*** 10x10 (6d6)

***Community Bonus:*** Creatures within the community gain a +2 bonus to diplomacy checks, as well as a +6 bonus to all craft checks. Creatures that make a d20 roll to determine their monetary gain from various checks always add a +4 bonus to the check, and masterwork items within the area cost +150 hl instead of +300.

***Attunement Bonus:*** Creatures attuned to the shop pay 10% less on purchasing or crafting magic items. In addition they gain the following ability.

***Special Delivery (Su):*** The attuned creature can expend 50% more hl and a full round action to order an item of any type. The item will arrive to their location via air drop, landing somewhere within 60 feet of them after 1d4 rounds. Once per day this can be done at the item’s normal cost.

# ***Laboratory***

A lab facility dedicated to the furthering of scientific endeavors.

***Price:*** 111,000 hl

***Craft:*** 55,500 hl, Make Whole, Brew Potion, Magnificent Mansion, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +2), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +10 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Academy, Alchemist, Bardic College, Brewery, Black Market, Caster’s Tower, Castle, Exotic Artisan, Guildhall, Herbalist, Magic Shop, Magical Academy, Menagerie, Military Academy, Observatory, University, Witch Hut

***Caster Level:*** 16th

***Capacity:*** 6

***Size:*** Huge

***Health:*** 1,600 (100 hitpoints per caster level)

***Hardness:*** 10

***Embattlements:*** 4

***Throw Range:*** -12

***Throw Size and Damage:*** 30x30 (8d8)

***Community Bonus:*** Creatures gain a +6 bonus on all craft alchemical checks made. All alchemy extracts are created at +1 caster level as well. It also grants a +4 bonus on knowledge engineering checks. Finally this area is treated as being a proper location for creatures to brew alchemical potions or craft alchemical items, or to create technological devices and craft weapons and as such works as a community crafting center, providing some resources for creation of alchemical items, potions, and poisons. This also makes it easier to purchase and sell alchemical items in your community.

***Attunement Bonus:*** Creatures attuned to the Laboratory gain the bonuses from the community bonus so long as they are attuned to the facility. In addition they increase the saving throw DC of any alchemist extract by +1, and they gain a +4 bonus to their intelligence score.  Creatures attuned to the Laboratory also pay 10% less on purchasing or crafting alchemical items and potions.

***Lab Research (Su):*** Once per day, the attuned creature can make a single knowledge engineering check as a full round action when battling against a creature. The DC is 10+ enemy hit dice+ enemy wisdom modifier. If successful, the attuned creature gains a bonus to all d20 rolls against this creature equal to it’s relevant modifier. It also gains this bonus to it’s armor class and it’s damage reduction and energy resistance against this creature. All of these bonuses last until the beginning of the creature’s next turn.

# ***Factory***

A large factory built to aid in production of various goods and services.

***Price:*** 111,000 hl

***Craft:*** 55,500 hl, Ant Haul, Make Whole, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +12), Hardness +5 (+2,500 hl) (Max +25), Hitpoints +2/caster level (+2,500 hl) (Max +18 /caster level), Caster level +1 (2,000 hl) (Max +20)

**Building Application:** Barracks, Black Market, Brewery, Military Academy, Orphanage

***Caster Level:*** 12th

***Capacity:*** 8

***Size:*** Huge

***Health:*** 1,200 (100 hitpoints per caster level)

***Hardness:*** 10

***Embattlements:*** 4

***Throw Range:*** -12

***Throw Size and Damage:*** 30x30 (8d8)

***Community Bonus:*** The factory selects a single kind of craft check when it is created. All creations that use that kind of craft check have the time to create them cut in half, and creatures can always take 10 on checks of those types. Creatures also gain a +4 bonus on knowledge engineering checks within the community. It will become easier to find and purchase vehicles and technological devices and items within your community.

***Attunement Bonus:*** Creatures attuned to the Factory gain a +4 bonus to intelligence checks. Creatures attuned to the Factory also pay 10% less on purchasing or crafting technological items and vehicles. Repair checks made against items and vehicles, as well as constructs, have the amount of hitpoints healed to them doubled. In addition they gain the following ability.

***Car Garage (Su):*** Vehicles piloted by the attuned creature gain +20 hitpoints and their hardness increases by +5. They deal +1 damage dice when ramming, and their acceleration and top speed increase by +10 feet.

# ***Lighthouse***

A massive tower with a shining light working as a beacon in the night.

***Price:*** 110,000 hl

***Craft:*** 55,000 hl, Daylight, Tiny Hut, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +6), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +16 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Academy, Alchemist, Arena, Caster’s Tower, Castle, Cathedral, Courthouse, Guildhall, Magical Academy, Mansion, Military Academy, Monument, Observatory, Watchtower, Waterfront, Pier

***Caster Level:*** 14th

***Capacity:*** 6

***Size:*** Gargantuan

***Health:*** 1,400 (100 hitpoints per caster level)

***Hardness:*** 15

***Embattlements:*** 1

***Throw Range:*** -12

***Throw Size and Damage:*** 35x35 (8d8)

***Community Bonus:*** Creatures within the community gain a +6 bonus to all saving throws vs. blinding effects. Creatures also gain a +6 bonus to perception checks, and all thrown and ranged weapons have the penalty for attacks within their first range increment negated. In addition the community is almost always well lit and it is harder for creatures to sneak into the community, and trade and business can be conducted for an additional 2 hours within a day.

***Attunement Bonus:*** Creatures attuned to the Lighthouse gain Darkvision 60 feet, or have their darkvision increased by that much. In addition they gain a +10 bonus to their movement speed, and immunity to the blinded condition. Finally they also gain a +4 bonus to perception checks, and the following ability.

***Beacon in the Dark (Su):*** Creatures attuned to the Lighthouse, three times per day can create a blinding flash of light out to 60 feet. Creatures within the area of effect must make a fortitude saving throw DC: 10+1/2 level+ Relevant modifier or be blinded for 1d6 rounds. Allies caught in this are not blinded, but instead increase their movement speed by +30 feet for 1 round. Creatures attuned to the lighthouse always deal +1 damage die for their weapons on all damage rolls against blinded creatures. This additional damage is multiplied on vital strikes.

# ***Clock Tower***

A huge tower with a clock that aids those in telling time, and stands as a massive symbol of the advancement of the kingdom.

***Price:*** 110,000 hl

***Craft:*** 55,000 hl, Haste, Slow, Magnificent Mansion, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +6), Hardness +5 (+2,500 hl) (Max +20), Hitpoints +2/caster level (+2,500 hl) (Max +16 /caster level), Caster level +1 (2,000 hl) (Max +10)

**Building Application:** Academy, Arena, Caster’s Tower, Castle, Cathedral, Courthouse, Guildhall, Magical Academy, Mansion, Military Academy, Monument, Observatory, Watchtower, Waterfront, Pier, University

***Caster Level:*** 16th

***Capacity:*** 6

***Size:*** Gargantuan

***Health:*** 1,600 (100 hitpoints per caster level)

***Hardness:*** 15

***Embattlements:*** 1

***Throw Range:*** -12

***Throw Size and Damage:*** 35x35 (8d8)

***Community Bonus:*** Creatures within the community gain a +4 bonus to any saving throw that would stagger or stun them, as well as to saves vs. temporal or time based effects and aging effects. Within the community all increase their movement speed by +10 feet.

***Attunement Bonus:*** Creatures attuned to the Clock Tower who time stop gain +1 round in their time stop. In addition they become completely immune to aging effects and the slow spell. They also gain a +4 bonus to all knowledge history checks. Creatures attuned to the clocktower gain the following ability.

***Can’t Race the Clock (Su):*** Creatures attuned to the Clock Tower, three times per day can create a zone of slowed temporal activity out to 60 feet. Creatures within the area of effect must make a fortitude saving throw DC: 10+1/2 level+ Relevant modifier or be slowed as per the slow spell for 1d6 rounds. Allies are not effected by this. Creatures attuned to the lighthouse always deal +1 damage die for their weapons on all damage rolls against staggered or slowed creatures. This additional damage is multiplied on vital strikes.

# ***Graveyard***

A land of the dead. Where fallen soldiers, heroes, and commoners are all of the same class in the end, buried 6 feet under ground.

***Price:*** 92,000 hl

***Craft:*** 46,000 hl, Gentle Repose, Shape Stone, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +6), Hardness +5 (+2,500 hl) (Max +10), Hitpoints +2/caster level (+2,500 hl) (Max +6 /caster level), Caster level +1 (2,000 hl) (Max +20)

**Building Application:** Graveyard, Cathedral, Monument, Mansion, Palace, Castle, Shrine

***Caster Level:*** 12th

***Capacity:*** 6

***Size:*** Gargantuan

***Health:*** 1,200 (100 hitpoints per caster level)

***Hardness:*** 10

***Embattlements:*** 4

***Throw Range:*** -12

***Throw Size and Damage:*** 35x35 (8d8)

***Community Bonus:*** Undead within the community gain +10 hitpoints and any DR they possess increases by +3. They gain a +4 bonus to saving throws vs. positive energy effects as well. Necromancy effects that have a hl value cost 25% less within this community, such as animate dead, and poisons crafted here double the number of doses that are created.

***Attunement Bonus:*** Creatures attuned to the Graveyard increase the saving throw DC of any ability that inflicts a status ailment by +2, and if it has a caster level it increases by +1. The creature also gains a +4 bonus to it’s charisma score, and it gains fast healing 3. The creature also gains the following ability.

***Dancing with the Dead (Su):*** The Creatures attuned with the graveyard can once per day, strike an enemy with a touch attack as a standard action. The creature must make a fortitude saving throw DC: 10+1/2 level + Relevant modifier or contract a necromantic effect that deals damage to them every round. This lasts for 14 rounds (Or the number of rounds equal to the caster level of this location) and deals an amount of damage equal to your fast healing every round. If used on an undead, this instead heals the creature for the amount.

# ***Library***

A place of learning where creatures go to further their knowledge and where wizards go to brush up on their magic skills.

***Price:*** 111,000 hl

***Craft:*** 55,500 hl, Haste, Magnificent Mansion, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +6), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +10 /caster level), Caster level +1 (2,000 hl) (Max +20)

**Building Application:** Academy, Alchemist, Caster’s Tower, Castle, Cathedral, Courthouse, Guildhall, Magical Academy, Mansion, Military Academy, Monument, Observatory, Library, School, University

***Caster Level:*** 16th

***Capacity:*** 6

***Size:*** Gargantuan

***Health:*** 1,600 (100 hitpoints per caster level)

***Hardness:*** 15

***Embattlements:*** 2

***Throw Range:*** -12

***Throw Size and Damage:*** 35x35 (8d8)

***Community Bonus:*** Creatures within the community gain a +2 bonus to all knowledge checks, and they increase their caster level for arcane spells by +1. They also can take 10 on any linguistics checks.

***Attunement Bonus:*** Creatures attuned to the Library gain +1 spell slot per spell level they possess, so long as they cast spells from a class that allows the caster to learn new spells from books or scrolls. The price for purchasing magic scrolls or magic books/tomes is lessened by 10%. Finally the creature gains the following ability.

***Seek the truth (Su):*** Creatures attuned to the library can make a knowledge check can make gather information checks with knowledge checks instead of diplomacy. It must be a knowledge check that applies to the situation at hand. When a creature attuned to a Library makes a knowledge check, they can choose to 3 times per day, roll twice and take the best result.

# ***Foods Market***

A large building with various strange fruit trees growing from it and a connected farm to generate all sorts of delicious meals.

***Price:*** 111,000 hl

***Craft:*** 55,500 hl, Hero’s Feast, Tiny Hut, Craft Wondrous Item

**Improvement:** Capacity +1 (+10,000 hl)(Max +6), Hardness +5 (+2,500 hl) (Max +15), Hitpoints +2/caster level (+2,500 hl) (Max +10 /caster level), Caster level +1 (2,000 hl) (Max +14)

**Building Application:** Alchemist, Arena, Bandit Camp, Bardic College, Barracks, Black Market, Brewery, Castle, Dance Hall, Farm, Fort, Granary, Guildhall, Hospital, Inn, Luxury Store, Magic Shop, Magical Academy, Menagerie, Military Academy, Mill, Orphanage, Palace, Pier, School, Shop, Tavern, Waterfront

***Caster Level:*** 14th

***Capacity:*** 6

***Size:*** Huge

***Health:*** 1,400 (100 hitpoints per caster level)

***Hardness:*** 10

***Embattlements:*** 1

***Throw Range:*** -12

***Throw Size and Damage:*** 30x30 (8d8)

***Community Bonus:*** Magic food items take ½ the time to craft, and the price is lowered by 10% to purchase them as well. Creatures within the community gain a +4 bonus to craft checks to create culinary dishes, and every day creatures within the community can eat enough food for 1 meal for free.

***Attunement Bonus:*** Creatures attuned to the Foods market increase the duration and effect (If healing) or any food items they consume. Whenever an attuned creature eats a food item, they select to gain a +2 bonus to attack rolls, reflex saves, fortitude saves, wlill saves, or armor class for 5 rounds, or to heal a number of hitpoints equal to your relevant modifier. This bonus does not stack with it’s self, but you can select other options if eating multiple food items. In addition the creature gains the following ability.

***Save it for later (Su):*** If you consume a food item that has magic properties, you can choose for it to not take place and effect you with the magic ability right away, but you can delay it up to 14 minutes (Or 1 minute per caster level). At any point during this time, you can suddenly gain the effects of this consumed item for ½ of the duration that it would normally have (instantaneous effects are not altered). This can be done as a free action, and this can be done 3 times per day.