Dark Angel [Archive] - Wizards Community

Post/Author/DateTimePost
Darnek Wyrnin

12-13-03, 01:03 AM
Posting a lot of info about my new character and the campaign I'll be playing in. I'm looking for ideas and material to spice my character up. Any help is welcome! :)


My group and I are playing an evil(and remember evil) Drow campaign and My character just died, so I have to make a new one. My new character is mostly done on the character sheet, but I decided for once I will make a complete character, with dreams, goals character background... the works. I always have some, but only the "big" stuff. My group doesn't usually bother with stuff like that and they also don't roleplay much, but I thought I would try and change that.

*background*
We used to be in the city Drizzt came from, but Lolth went silent and unknown group attacked the house we were members of/working for. We were losing the battle, when another house also came to attack the our house. Seeing this, the matron mother, the elite soldiers and the group teleported away with help from a powerful woman we think works for lolth herself. She teleported the group to the surfuce and after a little scouting round from the group, the session ended and thats the lst thing that happend. My character died b4 the battle, so Im not in the story right now.

I have gone over about every class combination, race and template I could think of, to find something to play. I have always wanted to do a dark angel theme and this idea started from there. I also wanted to play an arcane trickster, so I ended up with that aswell. We can also take PrC's from mongooses ultimate prestigeclasses and I found a PrC there called Connection. That class and arcane trickster works really good together, when you want to create a social trickster and it also saves a lot of "dead" Sorcerer levels. So, now Im a human(still no dark angel theme, but it will come).

I decided to make this character a male(of course), a strong force of personality, The born leader. This could be fun to play, when most of the other players are Drows and women runs the show. I made my character the son of a noble. Got some info from my DM and he will try to get the party to a city with about 2000 people living there. The other characters is now in the wilderness and I doubt the matron mother would like to keep on liveing in an old animal cave and I suggested that my character will lead them to the city. "Why would you be all the way out by the mountian?" He asked. I said I could have some sort of get away there, so we ended up with a cave with a door and a few funatures.

I will also have the leadership feat and I'm the leader of the local mini thives guild in the city, so the guild house is where I will bring them. Im thinking of making my cohort a Mask Cleric, but Im not sure yet. Could bring a lot of conflict with the matron mother and the Lolth cleric PC, so I might get a bodyguard like cohort instead. My character wil be NE and pretty young, so I think he took the position as guild leader, not founded it. He has a diplomacy over 20 and the lowest of the other social skills is 14, so rallying people under him shouldn't have been much of a problem. Roleplaying all this would have been fun, but I start as a midlevel character and the campaign wont be focusing on this, So my DM start me of with all this.

Now... on to the dark angel theme! My idea and cleared by the Dm, since I start at level 7 and the rest of the group is level 10. I had to make a character that would be able to survive and making an arcane trickster, this could be extra hard. I wanted to play my dark angel theme. With the half-celestial template now being a ecl+2 for humans and the best way for me to do my theme, but that would make me a 5th level character. When I was looking at the rituals in savage species, an idea started to form.

Using my starting money to buy the template as a ritual. I asked my DM if I could do it with a minor change to the template and he said yes. The change was removing the the spell like abilities and adding a little shadow mix from a Mask Cleric. All the good apperance things is now dark. Black wings, gray skin, black eyes. With that look, he wouldn't be able funtion in the setting I wanted him in, so the real change was the ability to change his physical apperance back to his original self. Now Im a a ecl 9 character, but I only have xp for 7 levels, so it will take awhile, before I levelup, but I think the flavour is worth it.

His "noble" father, isn't the nicest of men and has thought his son all the ways to maintain power and get more. Etiquette, diplomacy, twisting the truth and reading people, was some of the things he got fed, from a very young age. Manipulating events to his pleasing. Growing up to be a very good-looking and charismatic young man, he plays every string he has. His father being a greedy one, my character don't have a lot of money. Only a nice title, a roof over his head and some nice things to wear. Seeing information is worh a lot of money for some people, he started getting his hands on as much info as possible. Dirt on other nobles, guard rutines in the city etc, This is how he came in contact with the thives guild.

Later, he got to know some adventurers who stopped by the town decided to go with them for awhile... maybe just a few doungen crawls or something? learned from one of them about his potential at creating arcane magic from himself.

This is a roughly what I have so far, but I don't know much about playing a noble or a guild leader, so if you have any ideas, they are most welcome!
Darnek Wyrnin

12-13-03, 01:21 AM
Might as well post some sheet info:

Human(half-celestial)
32 pointbuy

STR 18
DEX 16
CON 18
INT 16
WIS 14
CHA 19

Rogue3/Sorcerer2/Connection2

Feats:
Spellcasting prodigy
Skill Focus (diplomacy)
Known spellfocus
(feat from ultimate feats that gives bonus spells to spells known also)
Leadership

Final plan is:
Rogue4/Sorcerer2/Connection10/arcane trickster4
and continueing arcane trickter if we go epic
LiXinjian

12-13-03, 07:28 AM
You know, if you're going for a template that's going to add you a +2 Lvl adjustement, why not go with a Fey'ri instead? They sure look the part of the dark angel. They are the descendant of sun elves and demons and they all have large batlike wings.

I don't know the stats of the template you mentioned, but here are the fey'ri's:

Favoured class: Sorcerer
Lvl Adj: +2 (or +3)
+2 Dex, +2 Int, -2 Con.
Spd 30 ft, fly 40ft(poor)
darkvision 60ft.
low-light vision
immunity to sleep spells and effects
+2 will saves vs. enchantment
alter self at will, remain altered as long as you like
+2 bluff, hide, listen search and spot
elven blood
demonic abilities (pick any four - you can't have two abilities marked with asterisks, and if you have one, the level adjustment is +3 instead of +2): charm person 1/day, clairaudience/clairvoyance 1/day, *damage reduction 10/+1*, darkness 1/day, detect thoughts 1/day, *dimension door 1/day*, *enervation 1/day*, fire resistance 10, suggestion 1/day, +2 saves vs electricity, +2 saves against poison. Spell-like abilities DC is charisma-based.

They are explained in depth in Races of Faerūn.

Seems to me the favoured class, bat-like wings, skill bonuses and demonic abilities all fit your theme/class choice pretty nicely. Also, alter self at will makes for a sneaky character bent on deceiving others. With a +2 lvl adj, you will be comparable to the drows of your party. Besides, if my memory serves, the fey'ri are relatively common near Hellgate Keep, which is close to Menzoberanzan, the city where Drizzt comes from.

By the way, truly insane stats you got there. Did you roll your stats by adding the result of a d6 to 13?? :)
Darnek Wyrnin

12-13-03, 11:48 AM
I used the 32 poinbuy system. Half-celestial has pretty good stat adjustments. Original stats before half-celestial was:

STR 14
CON 14
DEX 14
INT 14
WIS 10
CHA 14 (+1 for level 4)

I asked my DM for a previous character to be Fey'ri, but he said none Drow elves were hated more then enything else, by the Drows, so the character would be killed on sight. Demonic looking or not. But even if I could, Fey'ri has a -2 to Con and a Human half-celetial has a +4, so at 7th level my character will have 21 hitpoints more with the half-celestial template.

My group faces some pretty hard CR's. Some of them way thougher then normal, so I need every edge I can get. From your post, it sounded like I got my message through about the character I want to play and from a "min/max" view, I don't think I can make my character much better. What I really need some backgroud ideas. A way to roleplay character like that and how to run a thives guild.
LiXinjian

12-13-03, 04:57 PM
Originally posted by Darnek Wyrnin
I asked my DM for a previous character to be Fey'ri, but he said none Drow elves were hated more then enything else, by the Drows, so the character would be killed on sight. Demonic looking or not. But even if I could, Fey'ri has a -2 to Con and a Human half-celetial has a +4, so at 7th level my character will have 21 hitpoints more with the half-celestial template.


Well, Drows hate all non-Drow. They see themselves as the ultimate race. Heck, they even hate other drows. It's pointless, really. Of all the races in Faerūn, you guys picked the worst to play. At least, the LE hobgoblins see the need to respect authority. The drows don't. They are always scheming to take advantage of each other. Always.

From this point of view, I don't see how your human character will survive in the group either. You'll be nothing more than a talking animal, disrespected by all, despised by all, mocked by all. They won't listen to your advice, they won't consult with you before making a decision; both male and female drows will be picking on you, the men even more so because they usually have no one below them to harass. Generally speaking, you'll have to prove every second you're not a nuisance to the party. And if you happen to fall under some spell or something, don't expect them to help you out. If you're charmed, say goodbye to your PC, because they won't trouble themselves with trying to restrain you: they'll simply run you through.

If you're going half-celestial, then it's one more "flaw" they'll perceive in your character.

I guess my point is that whatever race you pick, if you're not a Drow, you'll have problems unless you can quickly and efficiently demonstrate your strength and usefulness. Talk with your DM so that he may assist you with that; it's his job after all. Once that has been established, be sure to perform amazing feats every two or three days, to keep their apparent respect. NEVER trust a drow. Never.

But hey, that's not what you requested for. So I'll give you my two cents on running a thieves' guild. BTW, you'll find roleplaying clues in there, too, just like there were in the above part.

- Be wary of your underlings. Don't show weaknesses. There's always someone waiting to take your place, and sometimes, they tend to get impatient. Don't trust them implicitly.
- I see a guild as a political body; take interests in the affairs of the city. Make deals and give bribes to influential citizen in charge of the town. You got to have them on your payroll. Remember: your town/city is your food basket: anything that threatens your income source should be dealt with appropriately.
- Have a safe hideout in case things turn sour.
- You should grant "permits" to thieves wishing to operate on your turf. Any sum proportionate with the size of the town will do. No outsiders should relieve purses in YOUR town.
- Act like it's YOUR town. Sure, others may be in charge, but one word from you and the whole town goes down. You are the power in charge, behind the throne. At least, you really think so.
- Have contingencies in case your masterful plans fail.
- Be aware of what goes on in town: weave a network of loyal spies who'll keep you informed. Spy on your spies occasionally, preferably with magic (detect thoughts, etc.). Again, don't trust them too much.
- Be "just". Don't kill a member of the guild on a whim.
- Test your underlings' loyalty sporadically.
- Diversify your interests: money laundering, purse lifting, illegal gambling, prostitution, drug smuggling, kidnapping, arson, etc. Make deals with people (usually outsiders, otherwise you probably already control that "business venue") who can provide you with the means to tighten your grip on the town.
- have safemarkings identifying havens for guild members. They'll help your network recover form a setback. Plus, the "owner" of the haven can report directly to you, giving you one more spy/informant.

(Play Baldur's Gate II. Play a rogue (even a multi-class one). You'll get a chance to lead a guild during the game.)

Hope that helps.
Darnek Wyrnin

12-13-03, 09:27 PM
WOW, thanks for all the tips!!:angel:

you almost made a handbook to follow, lots of great things to keep in mind. Sounds like you have played a character like this before... how did it turn out?
LiXinjian

12-13-03, 11:57 PM
Actually, I never played such a character. In fact, so far, I've only ever played a wizard, and it was a pretty basic one at that, many years ago. But I've been DMing for many years now, so I guess you pick up the little bits of stray knowledge here and there. Plus, I've got a lot of imagination, I guess.

As for the Drow insight I gave you, it came from me reading the three first books of the War of the Spider Queen saga. It's only about drows. They constantly bicker and argue and size each others up. Remember my advice: never trust a drow.. a well role-played one, at least. :)

I'm just glad I could help out.
MoogleEmpMog

12-14-03, 01:12 AM
If you want to be NE, that's fine, of course, but I would say that the most effective guild leaders will be LE or LN.

Since you're way behind the other PCs in level and an outsider to their group and their xenophobic race, normally you would be at a serious disadvantage.

However, they're drow, on the surface, cut off from their resources... they need you far more than you need them. Rather, they need your resources.

As head of a powerful thieves' guild, you can hide the drow from their enemies, supply them with the goodies they're used to (poisons and magic items), and provide them with guards for the daylight hours, when they'll be at a criplling disadvantage. Although sneaky and thoroughly evil, drow are not generally stupid, and they'll be happy to take you up on your generous offer. For now.

As the head of the guild who doesn't know these drow from Drizzt, you have no obligations or reasons to support them. So, they need to work for their living, at least until they can get back to the Underdark. Have them make some hits on prominent enemies for you, or rub out a disloyal minion.

Perhaps you could even, if your DM cooperates, use drow support to go toe to toe with a more major guild, like the Night Masks or the Teflammar Shadowlords. A Faerunian equivalent of the roaring '20s (and a good time for all players) could result, although I would fully expect either of the latter two syndicates to eventually make you and your drow 'chums' sleep with the sahuagin - assuming neither side backstabs the other before that happens. ;)

All in all, sounds like you have a fun campaign ahead.
Darnek Wyrnin

12-14-03, 01:33 AM
Good point there! My character wants as much info as possible... and trade with the underdark could bring in some serious cash. Main reason to invite them back, will be just that and learn as much about the underdark as he can. Also, with so many powerful Drow in the guild house, he will have a much better chance against threats from outside.

The matron mother will try to get some way to get her house and station back, so they need allies and cannon fodder... I can get both :) We are playing today(sunday) and I can't wait to see how this turns out :angel:
FriendoftheDork

01-05-04, 08:03 AM
Just gonna say, I'm playing in Darnek's group, as a Drow: Rogue4/Fighter4. My stats, modified by heavy use of magic items are: str 20 dex 18 Con 16 Int 14 Wis 10 Cha 12. As you can see, the levels and magic items makes him as tough as Darnek's Character.

However, I do play a race with far less powerful stat modifiers and abilities than this accursed half/celestial. Secondly, while other characters starts at lvl 7 now (lvl 5 if drow) Darnek started as a lvl 7 human, then BOUGHT his so-called ECL+2 template added together. While I think starting 3 lvls lower than the strongest in the party is too dangerous in this mainly combat-oriented campaign, and while I understand that Darnek has to min/max as much as he can just to survive (very high casualty rate in party!), I still don't like this mix of templates and all.

I would much prefer that he started as Fey'ri as someone said, as long as he could start as a 7th lvl Fey'ri (lvls+ECL=9) and could make a pretty cool character with the same background. And since our party has collaborated with Demons before (half fiends and Succubus) it would be natural almost to include an elf-like demonic thing.


And your advice on Drow seemed correct, when he introduced this character alot happened and it resulted in his cohort slaying our drow cleric! We were in a room in an Inn and he came in, backed by a spiked chain wielding chohort and several of his guild people outside, and we got paranoid and started taking hostages when spells were cast. After this our wizard Dimm Door'ed us out.

But despite this we accept his character somewhat as he is useful in combat and hasn't betrayed us yet. Drow can cooperate with almost anyone when it suits them.