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- {
- "breadcrumbs": [
- "Chapter 2: Tools\r\n",
- "Settlements",
- "Settlement Stat Block"
- ],
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- "category": "rules",
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- "id": "rules-1169",
- "markdown": "<title level=\"1\" right=\"Rules\">[Sample Settlement Abilities](/Rules.aspx?ID=1169)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHere are some common settlement abilities you can use to customize a settlement of your own creation.\n\n **Artists’ Haven:** Residents of this city have a deep appreciation for fine art. It’s easier to find higher-level tasks involving Performance or art, as well as buyers willing to pay more for art objects.\n\n **City of Artisans:** Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons. \n\n**Magical Academy:** The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell.\n\n **Religious Bias:** This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that deity gains a +1 circumstance bonus to Diplomacy checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deity’s foes take a –1 circumstance penalty to the same actions.\n\n **Scholarly:** An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject (_Core Rulebook 291_) before attempting to Recall Knowledge.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
- "name": "Sample Settlement Abilities",
- "next_link": {
- "label": "Changing a Settlement",
- "url": "/Rules.aspx?ID=1170"
- },
- "previous_link": {
- "label": "Settlements in a Game",
- "url": "/Rules.aspx?ID=1158"
- },
- "rarity": "common",
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlement Stat Block\r\n</additional-info>",
- "source": [
- "Gamemastery Guide"
- ],
- "source_raw": [
- "Gamemastery Guide pg. 134"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>",
- "speed": {},
- "text": " Sample Settlement Abilities Source Gamemastery Guide pg. 134 Here are some common settlement abilities you can use to customize a settlement of your own creation. Artists’ Haven: Residents of this city have a deep appreciation for fine art. It’s easier to find higher-level tasks involving Performance or art, as well as buyers willing to pay more for art objects. City of Artisans: Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons. Magical Academy: The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell. Religious Bias: This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that deity gains a +1 circumstance bonus to Diplomacy checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deity’s foes take a –1 circumstance penalty to the same actions. Scholarly: An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject ( Core Rulebook 291 ) before attempting to Recall Knowledge. ",
- "type": "Rules",
- "url": "/Rules.aspx?ID=1169",
- "weakness": {}
- }
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