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33

Hide in plain sight! Since you are both playing assassins, I would guess that your characters have the required moral flexibility to lie like politicians. Simply find a few Holy Symbols for a religion that would appropriately want to have a monastery. Design and build this "monastery" based on your specifications but ALWAYS refer to it as the "New Holy ...


15

Partly it depends on what kind of "secret" your secret lair needs to be. If you want a guild hall that nobody who's not a member can even find, then you'll either have to have guild members build it (recruiting for the appropriate skills), or recruit and then silence the builders from somewhere else. Other answers seem to have covered these options in some ...


14

The best few books for a good first game There’s definitely something to be said for keeping to core, since it keeps the options limited to only a small set of classes and options. Unfortunately, core has a lot of design problems, which makes its actual material very poor, in my opinion, for new players. Specifically, there are a large number of “trap” ...


13

There's a feat called Open Minded in 3.5 that gives you five extra skill points, so it could be used together with this feat. It would stack with Skill Focus etc, and might help you meet the prereqs of some otherwise unavailable feat.


13

Caster Level Buffs: Since Dispel Magic is a caster level check, there are a lot of easy ways to increase your modifier. There are a number of traits that grant a +1 trait bonus to your caster level for certain spells, such as Gifted Adept, Lore Seeker or the more general Strength of the Land. Certain feats can also help, such as the more resonant form of ...


13

Disclaimer: this is the evil way. But I suppose that doesn't really matter for assassins. If your primary concern with disposable workforce is that they would be suspecting murder, don't put all the eggs in one basket. Have one architect design the layout and another split the layout in several building schemes. Hire a load of workers to construct the ...


11

Yes. in my experience both Basic AD&D and OD&D (1st and 2nd) run faster than 3e/3.5 and 4e and indeed PF. Why? Combat Extra feats, manoeuvring and counting squares, attacks of opportunity (and trying to avoid them) adding up multiple bonuses from powers/abilities (bards songs, situational, etc) all work to slow down combat. Yes the to hit DC's are ...


11

How about expanding the Guild? You could get an NPC who's capable of building what you need, and then make him a member. If he knows that 'Once you're in, you can't leave' he won't be a threat, and more members will make your guild stronger. Talk to your GM about letting the NPC handle the paperwork, provisions, etc. Alternatively, you can adapt an existing ...


10

Dominate person or hire someone with the appropriate Craft feat and then provide all the specific spells etc. needed for the item yourselves. Multiple people can contribute the prereqs towards an item so that should work (the enslavee/hireling has to make the Spellcraft checks though someone can assist him). Note that all items have prerequisites in ...


10

Darkvision has a really limiting clause in its workings that cripple its effectiveness in field battles — Maximum Distance. While, during the day, almost any creature can see really far away, darkvision only works in the immediate proximity — the typical darkvision range for undead is 60ft, which is almost nothing on a battlefield (roughly 18 meters). Drow ...


9

Wolverine’s Rage This [wild] feat from Complete Divine expends a use of Wild Shape to give you a Rage-like ability. The specific benefits are +2 Str, +2 Con, and −2 AC, and it lasts 5 rounds. You can only use it if you’ve been damaged in the last round. It’s not actually called Rage, so it would not qualify for anything that ...


9

Hand of the Mage (900 gp) allows for unlimited uses of mage hand, but that only allows for moving objects, not manipulating them. Ask the GM if you can get a special magical item crafted for you that allow more precise telekinetic manipulation of items. For pricing the item, consider Arcane Trickster's ranged legerdemain. The ability allows for the use of ...


9

Mountain Hammer Mountain Hammer is a nifty little maneuver out of Tome of Battle that adds 2d6 damage to a melee attack and ignores both hardness and damage reduction for the attack. It's part of the Stone Dragon discipline (note: it's got a less-powerful cousin in the Devoted Spirit discipline). You can pick it up with three levels in any of the initiating ...


8

Logically, Not much Speaking only to the narrative, let us just think about the human army for a moment. They are at war, and they know it. You cannot move a large army to siege a fortification - and siege the fortification - in a single night, so they would know the army is coming. They would also, presumably, know that the creatures they are at war ...


7

My contention is - not much if anything. History. All D&D settings are full of things done by ancient wizards or whatnot that are not actually achievable by PCs or NPCs under the normal game rules, whether it's the Field of Maidens or the Mana Wastes in Golarion or the Sea of Dust in Greyhawk or everything in the Forgotten Realms and Eberron. Using E6 ...


7

There is no one "Shadow Plane"/"Plane of Shadow"/"Shadowfell" because it is only an archetype that different games use. There is no one canonical "shadow plane". It is the GM's discretion as to what to veto and what to include. Might seem harsh, but a GM has got to do what a GM has got to do. If it works for your game, good. The civilization most players ...


7

While it does not seem like much at first it opens up a bevy of options previously unavailable at level 6. For example, the Cloak Dance Feat from Expanded Psionics Handbook requires 10 Ranks in Hide; the Deft Strike feat from Complete Adventurer requires 10 ranks in Spot; the Graft Flesh feats from Libris Mortis requires 10 ranks in heal. While 11 ranks ...


7

There are a number of ways. These all grant bonuses in some capacity or another that aid dispel magic: Spellscar Oracle Mystery (Magic Penetration Revelation) (+2/+4 to Dispel Magic) Pipes of Dissolution (+2 to Dispel Magic for as long as the performance can be maintained) Runeforged Weapon Enchantment (Miserly/Generous Variant) (3/day when striking an ...


7

Having a trusted NPC/employee will help, though that'd be difficult for assassins to come by. Anything that will alter memory will do what you need, though. I can't see any spells specifically designed for such a thing, so you're probably looking at "wish" or equivalent on that front. It's probably better if you work with your GM to research a method of ...


6

This strategy might not be useful to you as I don't know in what situation you want to be able to rage, or why, but it would be sheer elegance in its simplicity to... Wild Shape into a wolverine or badger Most versions of wild shape (because it's based on the troublesome polymorph school, there are a lot of different erratas and houserules and variants ...


6

E6 is normally pared down and simple - so you might be best served keeping it to the core rulebooks or SRD material. A lot of the rules that cause issues in 3.5 come from sources outside of the core materials and in a campaign limited in power levels you really won't need much else, baring anyone who really wants to play a specific class or role not covered ...


5

Manual labor is not a particularly effective way to build things in 3.5. I'd recommend this approach instead: Learn how to play string instruments. Obtain a Lyre of Building and build the whole thing yourselves.


5

Incantations Unearthed Arcana has rules for Incantations, rituals similar to spells that can be performed by anyone. And, since Unearthed Arcana is one of the books released under the Open Game License, all of those rules can be found on the System Resource Document.


5

5e has only been out for a few weeks: not really long enough for people to make much in the way of alternate systems yet. I'm not aware of any testing with e6 yet. That said, I'm not sure it would quite work out straight across. e6 relies heavily on bonus feats, but feats have a very different meaning in 5e than 3e. You get fewer of them, but they do ...


4

This seems a bit nit-picky, but let's run with it. Fine, don't let the camel use its feet. A camel still has a tongue, mouth, and neck. I would argue that if the character owns a laboratory, they'll have the tools necessary to make a potion or scroll using any or all of those for fine manipulation.


4

Geomancer is the only published method for getting Charisma-based DCs as a Cleric. You can enter Geomancer as a single-classed Cleric (e.g. Southern Magician feat), but then you wouldn’t actually have a Charisma-using class to use as the basis for Charisma-based DCs. The best you can do is a single level in a Charisma-based class. But since you already ...


4

D&D 5e has 4 "tiers" of adventure, with different levels of power expected in each of them. Levels 1-4 is the first tier, with levels 1 and 2 being considered "apprentice" levels. One is not fully a member of their class until level 3. At level 5, power jumps up quite a bit, introducing magical effects such as fire balls, and fighters being able to do ...


4

An entire army of such creatures wouldn't be at such a great advantage. Probably the best case scenario for the darkvisioned army is encountering the opposing force in the middle of an empty field at night under peak darkness conditions. Even so, it could be assumed that the opposing force, since they need light to see, would probably keep torches or ...


3

First step: pay an architect from a far city to make the plans without knowing where would it be located. Second step: buy young slaves. Third step: train the slaves in building houses. Fourth step: make the slaves build the secret base. Fifth step: never allow the slaves to go out the base.


3

The most efficient way of covering it up is to not need to, making the workers members is good but inefficient. Find a necromancer to make you a work force and make him a member. If he knows the right spells, like awaken undead, or how to make intelligent undead he can control, then you can kill the workers and architects Before you start construction. If ...



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