Right; I wrote that all in a hurry to get to class, and left some important things out, now that I've had time to think.<br/><br/>Plotting can also use WIS, if so desired.<br/><br/>Minions with special abilities (Invisibility, Trapbuilding skills, control over earth, etc.) will have, naturally, special bonuses in certain areas. Kobolds will have a higher success rate building traps than most minions; earth elementals will clear dirt faster than most.<br/><br/>Undead are only controllable if you have a cleric, or you have a wizard/sorc with the appropriate undead creation spells.<br/><br/>You will start by commandeering an abandoned lair.<br/><br/>Yes; elite array for class leveled minions.<br/><br/>As villains, you receive my 'heroic' HP; max 1st HD, 3/4 the rest. (3 on a d4, 4 on a d6, 6 on a d8, 8 on a d10, and 9 on a d12.) Minions receive 1/2 hp for ALL HD. Only your Lieutenant (who will be acquired later) has higher HP than a minion.<br/><br/>And yes, having all creatures on Guard is a viable, and almost encouraged, tactic during some Plots that may arise; "defend the lair for X days" would certainly encourage that, although keep space limitations in mind.<br/><br/>On the note of space, all minions take up a number of squares in your lair equal to either their CR, or their size category+1. So an ogre would take up 9 squares (Since one size above a 2x2 large is 3x3), and a CR6 Medium creature would take 6 squares. Kobolds make very nice minions, because they only take 1 square each.<br/><br/>Where a creature's 'space' is is important, because that's where they'll be confined to, when heroes invade, if they're not on guard duty.<br/><br/>Multiple creatures can be recruited at once, though the DC rises considerably. Mostly useful for recruiting multiple CR 1/2 creatures at once.