Housing Stats and Room Prices in Ah'shi'berö | World Anvil
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Housing Stats and Room Prices

-House Stats-

  Durability: A measure of the strength of your home. Increase Home AC by 1 and Hit Points by 10 for every 5 points of Durability. Residents increase their Hit Points by 1 for every 10 points of Durability.   Security: A measure of how safe your home is both mechanically and how difficult it looks to get into. Warding off lesser thieves from even trying. Increase the Lock DC by 1 for every 5 points of Security.   Wards: A measure of how magically protected your home is. Increase Hit Points by 2 and Teleporting DC by 1 for every 5 points in Wards. While in the home or on the grounds increase all rolls by Residents vs spell DC of 3rd level or lower by 1 for every 10 points in Wards.   Sanitation: A measure of how clean your home is if regular cleaning is performed. Increase Constitution Saving Throws of all Residents by 1 while in the house or on the grounds for every 10 points in Sanitation. Guests gain half this bonus round down (min 1). This bonus lasts for 7 days after leaving the home for Residents, but only for sickness-based Constitution Saving Throws.   Comfort: A measure of how comfortable your house is to live in. When leaving the home gain an Extra Temporary Hit Point Pool that stays until damage is taken. Hit Points from this pool are separate from magical temp Hit Points and thus can stack. Gain 1 Hit Point for every 5 points in Comfort. Hit Points from this pool are always the first to be deducted when damage has been taken.   Aura: A measure of how “wealthy” the home is and looks. Increase Persuasion rolls to sell the house by 1 for every 10 points of Aura. Increase Social Standing, when appropriate, by 1 Tier for every 20 points of Aura.   Room Tiers do not stack. If you had a total Aura of 5 and then upgrade a room that gave you 2 Aura to 4 Aura your Aura score would only increase by 2 not 4.  

-Pricing-

  You have gold to spend on rooms equal to the price the house cost to make, not necessarily the price you paid for it.   Rooms normally follow the below pricing chart.   Tier 0- 100 gold   Tier 1- 1,000 gold   Tier 2- 1,500 gold   Tier 3- 2,000 gold      

-Room Selection-

   

1-Foyer

• Tier 0-It has walls and paint.   • Tier 1-Moderately Decorated. -1 to Intimidation rolls from guests inside the house.     • Tier 2-Finely Decorated. -2 to Intimidation and -1 to Persuasion rolls from guests inside the house. Increase the Aura by 1.   • Tier 3- Extravagantly Decorated. -3 to Intimidation and -2 to Persuasion rolls from guests inside the house including Nobility. Increase the Aura by 2.    

2-Kitchen

• Tier 0-It has a sink and an oven. Running Water. Heated or Cold.     • Tier 1-Basic kitchen furnishings. +1 on all cooking related rolls and increase House Sanitation and Comfort by 1.     • Tier 2-Advanced Kitchen Furnishings. +2 on all cooking related rolls and increase House Sanitation and Comfort by 2. Each resident rerolls the first 1 on cooking rolls each day but must keep the second result.       • Tier 3-Gourmet Chef Furnishings. +3 on all cooking related rolls and increase House Sanitation and Comfort by 3. Each resident rerolls the first 1 and 2 on cooking rolls each day but must keep the second result. Increase Aura by 1.      

3-Dining Room

• Tier 0-It has tables and chairs.     • Tier 1-Basic Furnishings. Increase Aura and Comfort by 1.     • Tier 2-Fine Furnishings. Increase Aura and Comfort by 3.     • Tier 3- Extravagant Furnishings. Increase Aura by 5 and Residents gain a +1 to Persuasion rolls while in the home or +2 while eating with a guest at the table.      

4-Living Room

• Tier 0-It has a couch.     • Tier 1-Basic Furnishings. Increase Comfort by 2.     • Tier 2- Fine Furnishings. Increase Comfort by 4 and Aura by 1.     • Tier 3-Extravagant Furnishings. Increase Comfort by 6 and Aura by 2.      

5-Formal Parlor

• Tier 0-There is a nice cloth on the table.     • Tier 1-Basic Furnishings. Increase Comfort and Aura by 1. Residents reroll the first 1 on Charisma based skill checks per day while in the home.     • Tier 2-Fine Furnishings. Increase Comfort and Aura by 2. Residents reroll the first two 1s on Charisma based skill checks per day while in the home.     • Tier 3-Extravagant Furnishings. Increase Comfort and Aura by 3. Residents reroll the first three 1s on Charisma based skill checks per day while in the home.      

6-Den

• Tier 0-You have an empty room.     • Tier 1-Basic Furnishings. Residents gain 2 additional Temp Hit Points. Increase Comfort and Aura by 2.     • Tier 2-Fine Furnishings. Residents gain 4 additional Temp Hit Points. Increase Comfort and Aura by 4.     • Tier 3-Extravagant Furnishings. Residents gain 6 additional Temp Hit Points. Increase Comfort and Aura by 6.      

7-Home Office

• Tier 0-A desk and a chair.     • Tier 1-Basic Furnishings. Increase Comfort and Security by 1. Residents gain +1 on rolls related to upkeep with the house and land.     • Tier 2-Fine Furnishings. Increase Comfort and Security by 2. Residents gain +3 on rolls related to upkeep with the house and land.     • Tier 3-Extravcantly Furnishings. Increase Comfort and Security by 3. Residents gain +5 on rolls related to upkeep with the house and land.      

8-Library

• Tier 0-You have a shelf with a few books.     • Tier 1-Basic Books. Choose General or Specialized. If general, Residents and Guests gain a +1 on all Intelligence based skill checks to find information. If specialized choose one specific area of information. Residents and Guests gain +2 on all Intelligence based skill checks to find Information specifically related to the chosen area.     • Tier 2- Scholarly Books. Choose General or Specialized. If general, Residents and Guests gain a +2 on all Intelligence based skill checks to find information. If specialized choose one specific area of information. Residents and Guests gain +4 on all Intelligence based skill checks to find Information specifically related to the chosen area.     • Tier 3-Exotic Books. Choose General or Specialized. If general, Residents and Guests gain a +3 on all Intelligence based skill checks to find information. If specialized choose one specific area of information. Residents and Guests gain +6 on all Intelligence based skill checks to find Information specifically related to the chosen area. Specialized Libraries only have information for a narrow field. For Instance, Mythology would be too large. Japanese Mythology would also be too large. Mythology on Japanese Oni would be specific enough.      

9-Bathroom

• Tier 0-You have a tub and a bucket.     • Tier 1-Tub, sink, and soap. Running Water. Increase Comfort and Sanitation by 2.     • Tier 2-Brass Tub, Toilet, Sink, Running Water. Increase Comfort and Sanitation by 4. Can choose between hot and cold water. Increase Aura by 1.     • Tier 3-Ajudicator Brass Tub, Adjudicator Brass Toilet, Adjudicator Brass Sink, Running Water. Increase Comfort and Sanitation by 6. Can choose between hot and cold water. Increase Aura by 2.      

10-Bedroom

• Tier 0-You have a mattress and sheet.     • Tier 1-Basic Furnishings. Gain the max amount of Hit Points when using Hit Dice during a short rest if done in the bed. Increase Comfort and Aura by 1.     • Tier 2-Fine Furnishings. Gain the max amount of Hit Points when using Hit Dice during a short rest if done in the bed. You need 1 less hour of sleep for a long rest. Increase Comfort and Aura by 2.     • Tier 3- Gain the max amount of Hit Points when using Hit Dice during a short rest if done in the bed. You need 2 less hours of sleep for a long rest. If you complete a long-rest by sleeping in the bed remove 2 points of Exhaustion. Increase Comfort and Aura by 3.        

11-Guest Room

• Tier 0-Bed, chair, and table.     • Tier 1-Basic Furnishings. Increase Aura and Comfort by 1.     • Tier 2-Fine Furnishings. Guests double their Constitution Modifier when determining how many Hit Points they recover during a short rest. Increase Aura and Comfort by 2.     • Tier 3-Extravagantly Furnished. Guests need 1 less hour of sleep to get a long-rest and double their Constitution Modifier when determining how many Hit Points they recover during a short rest. Increase Aura and Comfort by 3.      

12-Specialized Lab

• Tier 0-Some vials, a table, and ink for note taking. Basic items of the chosen tool can be made. None-magical.     • Tier 1-Basic lab equipment. Choose one tool/instrument-based proficiency. Reroll the first 1 rolled with that tool proficiency per day. Basic and Lesser items of the chosen tool can be created. Increase Wards and Aura by 1.     • Tier 2-Advanced Lab Equipment. Choose one tool/instrument-based proficiency. Reroll the first 1 and 2 rolled with that tool per day. Basic, Lesser, and Minor items of the chosen tool can be created. Increase Wards and Aura by 2. +1 on the chosen tool rolls.       • Tier 3-Cutting Edge Lab Equipment. Choose one tool/instrument-based proficiency. Reroll the first 1, 2, and 3 rolled with that tool per day. Basic, Lesser, Minor, and Greater items of the chosen tool can be created. Increase Wards and Aura by 3. +1 on the chosen tool rolls.          

13-Land

• Tier 0-Clean dirt. Outdoor gardens can handle Tier 0 plants.     • Tier 1-Basic Lawn Care. Outdoor gardens can handle Tier 1 plants.     • Tier 2-Advanced Lawncare. Outdoor gardens can handle Tier 1 and 2 Plants. Increase the number of “lots” gained for each plant, if the plant gives more than 1 lot, when harvested by 1. Increase Comfort by 1 and Aura by 2. +1 on nature checks.     • Tier 3-Specialized Lawn Care. Outdoor gardens can handle Tier 1, 2, and 3 Plants. Increase the number of “lots” gained for each plant, if the plant gives more than 1 lot, when harvested by 2. Increase Comfort by 2 and Aura by 3. +2 on nature checks. +1 on medicine checks when using medicinal plants grown on your land.        

14-Water

• Tier 0-There is a well with a bucket.     • Tier 1-Basic Well Water. Residents gain +1 on constitution saving throws against negative Heat based effects. Increase Comfort, Sanitation, and Aura by 2.     • Tier 2-Purified Well Water. Residents gain +2 on constitution saving throws against negative Heat based effects. +1 on rolls related to putting out fires. Increase Comfort, Sanitation, and Aura by 4. Increase Security by 1.     • Tier 3-Magically Treated Well Water. Residents gain +3 on constitution saving throws against negative Heat based effects. +2 on rolls related to putting out fires. Increase the number of “lots” gained for each plant, if the plant gives more than 1 lot, when harvested by 2. Increase Comfort, Sanitation, and Aura by 6. Increase Security by 2.      

15-Security

• Tier 0-Basic Locks. You have a key.     • Tier 1-Advanced Locks. Increase the DC to get into your home by 1. Increase Security by 3.     • Tier 2-Dwarven Locks. Increase the DC to get into your home by 2. Increase Security by 6.     • Tier 3-Gnomish Locks. Increase the DC to get into your home by 3. These locks are physical and magical. Attempts to get into your home with non-masterwork and/or non-magical tools have disadvantage. Increase Security by 9.      

16-Wards

• Tier 0-Minimal Warding.     • Tier 1-Basic Warding. Ignore the first 10 points of damage done to the home each day. Increase Durability and Wards by 4.     • Tier 2-Elven Warding. Ignore the first 10 points of physical damage and 20 points of magical damage done each day. Increase Durability and Wards by 8. Increase Comfort, Security, Sanitation, and Aura by 1.     • Tier 3-Gnomish Warding. Ignore the first 20 points of physical damage and 40 points of magical damage done each day. Increase Durability and Wards by 12. Increase Comfort, Security, Sanitation, and Aura by 2.      

17-Trees

• Tier 0-They have leaves.     • Tier 1-Sparse Fruit Trees. You gain 2 lots of one type of fruit each year.     • Tier 2-Comon Fruit Trees. You gain 4 lots of one type of fruit or 2 lots of two types of fruits each year. Increase Comfort and Aura by 1.     • Tier 3-Bountiful Fruit Trees. You gain 6 lots of one type of fruit, 4 lots of two types of fruit, or 2 lots of one exotic type of fruit each year. Increase Comfort and Aura by 2.        

18- Storage

• Tier 0-Some barrels.     • Tier 1-Basic Storage. Watertight barrels, boxes, and locked chests to store things in. Increase Sanitation, Comfort, and Security by 2.     • Tier 2-Advanced Storage. Sigiled barrels, boxes, and locked chests. Double non-magical perishables time. Increase Sanitation, Comfort, and Security by 4.     • Tier 3-Alchemical Spiritualism Storage. Magic circled barrels, boxes, and locked chests. Triple magical and non-magical perishables time. Increase Sanitation, Comfort, and Security by 4.    

19-Temple room

  Tier 0-table with a holy symbol.   Tier 1-small shrine. Increase Comfort, Aura, and Sanitation by 1. Must be dedicated to a divine or religion. +2 to religion checks regarding that specific religion.   Tier 2-decorated shrine. Increase Comfort, Aura, and Sanitation by 2. Increase 1 Housing Stat of choice by 1. Must be dedicated to a divine or religion. +4 to religion checks regarding that specific religion.   Tier 3-Elaborate and decorated holy area. Increase Comfort, Aura, and Sanitation by 3. Increase 1 housing stat by 2 or 2 stats by 1 each. Must be dedicated to a divine or religion. +6 to religion checks regarding that specific religion.    

20-House Guardian (Limited 3)

• Tier 0-Simple unmanifested spirit which can send messages to others in the house. Increase all house stats by 2.     • Tier 1-Partially Manifested Spirit which can send messages and move up to 10 pounds and perform simple tasks. Increase all house stats by 4.     • Tier 2-Fully Manifested Spirit which can send messages, preform moderate tasks, and defend the home. Increase all house stats by 6.     • Tier 3-Advanced Fully Manifested Spirit which can send messages, teleport around the home, preform complex tasks, defend the home, and trained in one tool of your choice. Increase all house stats by 8.   More information at the bottom of the page.    

21-Misc

• Stables: You have stables fit for up to 4 horses. Increase Comfort and Sanitation by 1. 250 gold.     • Perimeter Wall (Limited 1): You have a wall or tall fence around your home. Increase Security and Aura by 2. 500 gold.     • Brewery (Limited 1): You can create beer and other types of alcohol. Gain small passive income after the first year. Increase Aura by 2 and Sanitation by 1. 300 gold.     • Animal Pin (Limited 2): You have a pig pen, chicken coup, beehive, or other such addition. Gain small passive food income. Increase Comfort, Aura, Security, and Sanitation, by 1. 100 gold.   • Magical Sentry (Limited 1): Should anyone cross into your property during an allotted time all Residents are sent a notification by way of a Sending spell that someone has crossed onto your land. Increase Security by 2. Increase Comfort, Wards, and Aura by 1. 500 gold     • Fanciful Adornments (Limited 3): Increase Comfort and Aura by 1. 100 gold.     • Reinforcements (Limited 3): Increase Durability and Wards by 5. 250 gold.   • Anti-Scrying Wards (Limit 3): Increase the DC on attempts to locate the Residents through scrying while they are in the house or on the grounds by 1 for each purchase. 300 gold.   • Escape Route (limited 1): You have a secret underground tunnel for getting into and out of your home unnoticed. Increase Security 3 and Comfort by 1. 1000 gold.   • Butler/Maid: You have a live-in butler/maid that will handle basic day to day tasks like cooking, cleaning, or managing the home. They require a monthly salary and a room of their own in the house or in a guest house on the grounds. A room just for them to live in and 100 gold a month.   • Grounds Worker: As above, but for the land and animals. Does not need a room, but costs more if they don’t have one. 50 gold a month if they have a room. 75 gold if they don’t.   • Vault (Limit 1): You have an area of your home locked up tight to store magical and non-magical goods from others. Increase Aura, Comfort, Wards, and Security by 3. The DC for the vault is equal to the DC for your home +3. 250 gold.   • Magical Alarms: Your house is warded with magical alarms that will go off when someone breaks into, or attempts to break into, your home. The Alarm’s DC is equal to the DC to get into your home but is a separate roll to disable from the magical locks. The alarm can be loud or just go off in the Resident’s minds. Increase Security by 1. 150 gold.   • Magical Lighting: Your home has magical lighting. Increase comfort, Sanitation, and Aura by 3. 200 gold.   • Crystal Ball Radio (Limited to city, magical, and town locations): You have access to the growing crystal ball network. You can listen to music, news, and weather reports. Increase Comfort and Aura by 5. Increase Security and Sanitation by 1. 500 gold.   • Additional Room/Floor: Varies in price.   • Teleporting Scrambler (Limited 3): Increase difficulty of teleporting into the home by 1 for each purchase. Only works on Divine and Arcane teleportation means. Does not protect against Eldritch teleportation spells.          

-House Guardian-

House Guardians are small or Medium sized spirits. They are created through eastern ritual magics to summon forth an extraplanar being to defend the home and those who live there. Choose Elemental, Fae, Eldritch or Celestial. The House Guardian manifests as that type of creature. When a Resident in the home or on the grounds would make a Death Saving Throw they may instead sacrifice the House Spirit to succeed on the roll. Those that have fully manifested are considerably more powerful.    

- Tier 2 Partially Manifested Spirit Stats-

  Attributes to Assign:13, 12, 10, 8, 7, 6   Base Movement Speed 30ft   25 Hit Points + Constitution Modifier.   AC 8 + Dexterity Modifier.   Proficient in 1 Saving Throw.   Knows common.   Proficient in Simple Weapons.   Knows any 1 non-exclusive cantrip.   Takes 1+1d6 days to respawn.    

-Tier 3 Fully Manifested Spirit Stats-

  Attributes to Assign:15, 13, 11, 10, 9, 7   Base Movement Speed 30ft. The Guardian may, as a move action, teleport to any other location within the home. It can, while touching one of the residents, as a full round action teleport itself and the touched Resident to another location within the home.   50 Hit Points + Constitution Modifier.   AC 10 + Dexterity Modifier.   Proficient in 2 Saving Throws.   Proficient in 1 skill of your choice.   Proficient in 1 Tool of your choice.   Knowns all languages known by all Residents.   Proficient in Simple Weapons   Proficient in 1 Martial Weapon of your choice.   Knows any 3 non-exclusive cantrips. Knows any 2 non-exclusive 1st level and 1 2nd level spell.   Proficient in light armor of its size.   Takes 24 hours to respawn.

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