| Post/Author/DateTime | Post |
|---|---|
| TRONtheLicH05-20-04, 06:36 PM | I'm about to begin playing a new character in a campaign that has already started. the PC's already in game are all mostly good alignment but I am going to play a LE drow PC. Throgh the ploting of me and my DM we cam up with this idea, Me after a falling out with my house I was tricked into a ambush where I was taken prisioner by (filthy) dwarfs. The setup is that the PC's will come across the dwarfs and in a effort to learn more about there enamys, I will offer my services.. as a turncoat. More or less this is how I will join the current group. Input and suggestions welcome, I could use some help with roleplaying ideas I.E. party interaction. remember this is a evil sneaky Drow. thanks in advance, TRON |
| Aluroon05-22-04, 06:27 PM | We could use some more info on your character...Gender, Class, level, Age and abillity scores are all helpful, if your a wiz/sorc we could also use your spell list for help. Until i can get some more info on the character there is little i can offer. |
| Rudysseus05-29-04, 08:27 PM | Depends largely on your class/classes, as the Drow in the books all tend to attack differently depending on what they do, and what their roles were in the society in which they lived. Feats, skills, and spell lists (if any) also can help us with this. Here are a couple of ideas until I find out more about the PC. 1) You should probably be very distrustful of your party members, at least initially. Always wonder what they are doing, and always be thinking that they are thinking of ways to rid the world of one more "nasty dark elf" 2) The drow always act superior to other races, even the lowliest drow act like they are wonderful, except to their superiors. Now, if you are a female drow, you need to be especially assertive, and treat any man in your group like crap, regardless of how powerful or how well they perform in battle. You could cozy up to the powerful fighter, and "convince" him to do stuff or buy things for you, then let him know you used him, and return to treating him like crap once more. Repeat as necessary, just make it clear that you are doing it in character, rather than treating another player poorly in RL. 3) Depending on what skills you get, you can use them in a multitude of ways. Charisma based skills are my favorite, especially when evil. I use diplomacy and intimidate to get cheaper prices on items/rooms/food/whatever. I bluff when selling items to merchants, claiming that the mundane +1 Longsword I stole off a hobgoblin was in reality used by a terribly powerful cleric, who used it in sacrfices. 4) My DM allows a bit more utility when using skills against other PCs. I've used my diplomacy to convince party members that the evil way is sometimes the best way. I've lied to them, telling them that a store was in a place it was not, while I looted their rooms, then bluffed them into thinking THEY had made the mistake, and that the inn's workers had stolen their items. ( I never steal really important things like weapons, or armor from them, though. Just gold, gems, and stuff they'd sell anyway.) 5) Sometimes you must also act out of self preservation moreso to save your own butt, but also to make it look like you actually take the party's wellbeing into consideration. Use diplomacy to get out of fighting ogres, or to even TURN them into allies. (having an extra meat shield never hurt anyone, besides everything is little more than a slave to a drow anyway) 6) In keeping with # 5, volunteer to use your skills to further the parties goals as well. Making sure that the halfling rogue has the best armor and weaponry he can afford makes your job easier. Use diplomacy to get prices reductions for friends, and get more money for loot. Earning more money on bounties for local nobles, or being able to woo the barmaid into thinking that giving you her hard-earned salary is the best idea can make gold add up. 7) Spells can really make you evil, depending on how you use them. Animate Dead is fun. My party had its entire team of horse killed by a team of ogres. After killing the ogres, I animated them, and now we have a quartet of skeletal ogres pulling our wagon. The Charms, Dominates, and other compulsions are also your friends, but should be used with care, if the subject is not effected, odds are they will not be too pleased with you. Most of these spells work when your Charisma fails you. Enchant others to turn on their comrades, make the innkeeper give you free suites. Make the guardsman let you pass so you can steal the noble's gems. Oddly, you cant intimidate someone with the threat of a fireball, and when you show it to them, its too late. A pile of ash doesn't give you much static. 8) If you want to go really vile, supervillain, evil, use all of the above to really mess up things wherever you go. Use your skills, spells, power to create havoc. I've used Diplomacy/Bluff to convince a beautiful princess to marry me instead of another suitor, and wowed her mother and father with my lies, so that they did not object, essentially making me the next in line for the throne. Mess with the townsfolk, lie to them, intimidate them. Coerce the banker's daughter to run off and join a mercenary team, then volunteer to bring her back to her father for a generous sum, and eradicate the unsuspecting mercenaries in the process, adding their loot to your reward. Spread lies about politicians to the public, frame people for crimes, undermine local authorities, join a thief guild, START a thief guild, pickpocket the nobles in the marketplace. Use your stealth to cat-burgle them at night while their guards stand idly by as you steal everything of value. (Spells also work well for that too) 9) Any evil person must have ways of getting out of the trouble they almost always get themselves into. This is where your spells, skills or even other party members come in. The best thing to do when your an evil character in a mostly good group is to not let the others know you are evil. Always be out of range for a Paladin's detect evil, or act innocently if you get caught doing something. As a drow, you can claim you didn't know the culture very well if your party grows suspicious of something they saw you do. If talk wont work, always try to have things to incapacitate your attackers unless you vastly overpower them. Wands of Hold Person and Charm Person are handy for disrupting guards and soldiers, Tanglefoot Bags work nicely against large, slower fighters, barbarians, thugs. A light crossbow can hurt your average NPC warrior fairly well if you have to fight. Sleep spells, illusions, and the Hat of Disguise are very useful as well. The Hat is particularly cool because you can Alter Self and change your appearance slightly, and then an innocent "He went thatta way!" can send the guards running off away from you. People see evil characters as detrimental to a party, but in reality, if played right, they can add much more excitement to any session, by causing trouble or creating more plots for the group to complete. Just make sure you know who you are playing with in terms of RL people, or you could end up ******* off everyone. Check with your DM before really diving into evil stuff. If you want more ideas, please include skills, feats, and classes, and I can elaborate more. I'm lucky enough to have played with a DM that allows us to have evil characters. (Although they are technically "Neutral" characters, for tax purposes):angel: |