| Post/Author/DateTime | Post |
|---|---|
| Zafenfear05-06-04, 03:48 PM | Well my DM wants to try something new and play a game where the characters are all going to be non good. This doesn't bother me to much since I am looking forward to the change of pace and my last character got killed in the last game. Now since the DM gave us the option to play evil characters I was thinking of playing a character that would test my role playing skills and play evil which is out of the normal mode I play in. The problem is that I am stumped on what to play as. If anyone can give me suggestions on what could be an interesting evil character or neutral character I would be greatfull. The game is going to a 32 point buy, 3rd level characters and in Forgotten Realms. Thank you head of time. Zafenfear |
| ehrin05-06-04, 03:49 PM | play an evil cleric. and when your teammates come to you for heal spells, kill them. that's evil. |
| Beamup05-06-04, 04:06 PM | Well, here's a possibility. This concept can be applied to any class, but perhaps works best with a wizard or rogue, IMO. Decide what motivates your character - some goal. For a wizard, sheer power is a good one. For a rogue, riches. Then, you construct a character who will do anything to achieve their goal. Human experimentation to perfect new spells, in which most of the subjects will die? "You can't make an omelet without breaking some eggs." Those peasants on the road will starve if you steal their money? "That's their problem, not mine." Total lack of compassion, principles, or anything else but devotion to his own personal (selfish) goals - NE through and through. The easy trap to fall into is that Evil does not equal Stupid, Homicidal Maniac, or anything like that. The sort of character I've sketched out above won't kill random peasants - there's no return in it. If there is some return (say, steal their few coppers) then he will take precautions not to get caught, and if those would be more costly than the return, he won't do it. He certainly won't backstab fellow party members without standing to gain a LOT from it - they're his ticket to greater success, since he can't do everything alone. Such a character might even help people without any promised reward - if he thinks he'll get one anyway. Or even give money to beggars - it's easier if people think you're a nice guy. The essence of Evil is devotion to your own (generally selfish) goals to the exclusion of all else. You'll do anything to get ahead - murder, torture, rape, whatever. Just don't lose sight of that "to get ahead" - a truly Evil (but not insane) character will generally not do anything if there isn't something in it for them. Random acts of violence don't pay off very well. |
| stanks05-06-04, 07:38 PM | Drow are fun...but not on the surface...light blindness is a bad thing. Self centred is probably the best way to describe evil things...in one campaign i continually sacrifice myself for the party...cause then they like me...do me favours...dont die cause I'm there...esp good with mages that get into close combat...save their life and they will appreciate it (and the rewards are sometimes very funky...!) Stealing from teammembers...towns...castles...torture. ..all are very fun...but there has to be some sort of reason to it...And dont be a maniac that kills things on site...that is not evil...but stupid and you end up being dead!...and this only troubles some characters though...necromancer...mmm...dead flesh. Subtle evil acts are very good...esp if the DM doesnt realise it too...then you get to surprise everybody when the plan comes to fruitiion and the world is yours...(ugh...my plans are ruined...NOOOOOOOO!) Devious is good, sly is good...robbers are great...devoted defenders work surprisingly well (after all rewareds are good!)...by psychotic is bad...dont go there |
| Big Dawg05-07-04, 02:05 PM | How long will the game go? what level? If it's going High, Be Lich Cleric. nuff said. |
| ksbsnowowl05-09-04, 06:17 PM | Originally posted by Big Dawg How long will the game go? what level? If it's going High, Be Lich Cleric. nuff said. I completely agree here. If the game is around level 13 or so, the perfect plan is a clerical lich. Here's a necromantic idea I worked out a few months ago (the level progressions might not be exactly right; I'm doing this from memory): Cleric 5/Master of Shrouds (DotF) 7/Heriophant 1; upon reaching Heriophant you take the blast infidel ability and then you become a lich. If the starting level is a little higher, continue working toward MoS 9. You can now summon lots of undead. Unfortunately your turning/rebuking abilities are fairly abysmal. But, if your summoned undead ever turn on you, there is very little they can do to harm you, because you are immune to ability damage and level drain. If they or yourself are ever in much danger from HP loss, you and your undead gain maximum healing from Blast Infidel, and you'll likely damage your opponents in the process if you are unleashing the mass inflict spells to heal all your undead. Depending upon what domains you choose for your cleric, you could have up to 5 domains by this level (you gain 3 bonus domains from MoS 1; Death, Protection, and I forget the last one...destruction maybe?). Master of Shrouds also adds some good spells to your spell list (Magic Jar and Enervation, plus others, IIRC). Take your phylactery, and use Stone shape to open a small hole deep into a large stone cliff, hill, or similar structure. At the bottom of a 100' (or deeper) shaft, create a small, coffin-sized space. Place your phylactery in that space, and close up the hole with stone shape. No one will ever find your phylactery. You could do something similar by shapechanging into a xorn or Earth elemental and just earthgliding to the middle of a large stone mass to make your little 'room'. Or, if that is undesirable, you could just send a minion to place your phylactery (make it a ring, or something of that nature) on the corpse inside a tomb on the other side of the planet. Then kill the minion so that no one (not even you) know where your phylactery is (however, your phylactery is likely to be looted, and even if you do one of the above suggestions and do know where your phylactery is, you are immune to mind-influencing effects, so no one should be able to read your mind to discover its location.) |
| Jiron05-10-04, 12:08 AM | have you looked at the hexblade from complete warrior? he is a good self-centered class |
| Dauntless05-10-04, 01:36 AM | Evil doesn't mean you have to backstab each other! Talk to the other party members and the DM. Having a game where you have to worry about your party members just as much as everything else in the world can get stressful and tiresome quickly. See if you can have a REASON to be working together (all Thayan, or all Zhentarim, etc) so you won't have to worry (as much) about each other. Other than that, especially if you're worried about the other party members, attempt to be as self-sufficient as possible, with a hefty dose of defense. Cleric or monk are good for this. |
| PhaedrusXY05-10-04, 06:08 AM | Mmm... Evil. It's not just for breakfast anymore. I'll post some Evil builds I've came up with, and let everyone else discuss the roleplaying aspects. Evil opens up doors of power not available to non-evil mortals. :devil: First: Rogue3/Swashbuckler3/Assassin8/TeflemmarShadowlord6. You can get an absolutely insane death attack DC using this combo, and it's very playable. Focus on Int and Dex as your highest ability scores. And now a fun, powerful, evil cleric build that relies on his ability to possess people. I present The Possessor (http://boards1.wizards.com/showthread.php?s=&threadid=150894) And for even more insanity, play a Ur-Priest/MysticTheurge/NarDemonbinder/TrueNecromancer, and use your caster level 35+ Blasphemy (or Holy Word, whatever alignment version you want) to kill everything. If your DM lets you play Kenny the Ur-Priest Lich (http://boards1.wizards.com/showthread.php?s=&threadid=177782), he should seek professional help. :cool: |
| The Fury05-10-04, 01:31 PM | I'm DMing a campaign that went from good to evil at about 17th level. The PC's ended up taking over the town that they were trying to save. Due to ECLs the levels are uneven, though I am having no problem with it. Keep in mind it's a fairly heavy powergame. There's and Elven Lich 17Wizard, a Half Dragon Drow Fighter who's ECL comes out to 19 I think, and a Vampire Monk. Ask ahead of time if your guys want interparty killing to be legal or not. I made it illegal, because I've seen it get out of hand before. If you can use Savage Species, I'd suggest playing a troll. Evil Cleric is another fun one. |
| krichaiushii05-10-04, 03:17 PM | Discuss with the other players and perhaps DM what motivates you all to work together in the first place. Be it a shared organization, family, forced circumstances, or other. Also, are monstrous races to be considered, or are you sticking to the ones that aren't automatically considered hostile due to physical appearence (like most monstrous races and Drow, for example)? All that considered, I would recommend a human cleric (extra feat and skill points are always good), or perhaps a dwarven one (I like Darkvision, and the bonuses against poison might prove useful if your party consists of backstabbers and murderers). You might even charge your fellow PCs for healing, as you can't channel healing spells while evil. This site (http://realmshelps.dandello.net/dieties/index.shtml) can help you decide what domains and deity you follow, which in turn dictates your alignment. And just because its an evil campaign, doesn't mean you have to be evil, just that you are nongood. Regardless, do make sure your fellow players know that evil doesn't automatically translate to "kill and destroy everything because I'm EVIL," or you can likely look forward to a game punctuated with lots of high-powered good guys and other authority figures gunning for you and your psychotic ways. |
| Thorak05-10-04, 04:14 PM | Key factor that a couple people already touched on; Evil people can have friends and allies. These are the people who come second on their priority list, right after themselves. They can care about them, like them, and even support them, knowing that their friends will do the same. Because everyone needs friends. That's why herd animals are herd animals; if there's more people around you, there's a lesser chance you're the one who gets nailed to a tree. And if you ever need to run from anything, you don't have to be the fastest. The second-fastest will do. Anyone slower than you will slow down pursuit for you. And if you're the slowest, carry a throwing dagger and practice your aim. If you really need to, whap it into your friend's leg before he gets too far ahead. That'll slow him down for you. Friends and allies aren't contrary to evil. They're another whole source of exploitation. The key is to finding a way to work together that the exploitation works out that everyone's better off; going adventuring, a fighter and a mage can supplement each other's skills and protect each other from things that would kill either one alone. And when they find the hoard, the fighter can grap the magic weapons, and the mage can grap the scrolls and such. Neither has much use for what the other wants, and by cooperating they've made it that much easier to get their hands on what they do want. |
| Zafenfear05-11-04, 01:21 PM | Thank you for all the good replies and I will try to answer a few questions. First off in the group I pay in we normally reach 10th level before things get out of control and our party get killed off or around 90% of the party. I have talked to at least one of the other players and the DM our group is going to working for the chruch of Bane I believe or something along the lines. Well that is all I have been able to drag out of the DM. After talking to the one player I can easily get a hold of and the DM, I can say most of the party understands that evil doen't backstab the other party members. The only problem is a hint that the DM dropped my way as alittle warning that one of the players is plotting on killing the rest of the party after the end of each adventure and said our characters would have gotten word of the deeds before our party joined up and said he will not interfer in party conflicts. Any suggestions on how to deal with this in character, out of character I don't really mind since I know ahead of time and I am willing not to take it personal since I understand the other player thinks evil is mindless killing things, even if I don't agree with it. Monstrous races are out of the question at the being (drows are ok) because we the players have decided after having to deal with a ex player who decided that all he wanted to do was play a troll that had a 3 int score and finally kicked him out of the group because he didn't understand that it was getting out of hand having him threaten to eat the party members and not playing his troll to the right int score. Unless I get a wish in the game I will not be able take a monstrous race with out getting killed at first sight by the party. Right now I am torn between making a cleric of Bane that will become a lich or making a rogue. Any suggestions and what would be an interesting way to play either one would be great, I have seen what has been said and find it interesting but not sure if it fits for a cleric of Bane. Thank you for all your help again. Zafenfear |
| Xychotic05-11-04, 02:23 PM | Well, first off, never attack your fellow PCs without a damn good, in-game justification. Sure your group is evil, but self-destruction is a good way to... well... die. Nearly any class is good for evil, barring paladins of course. Rogues and clerics are the easiest way out. But you specified non-good in your title, so maybe you could go for a dark but not evil character. A cleric of death may very well be neutral, he is absolutely obsessed with death and will see to it that things that should die, do die. He may feel disgust whenever he uses his magic to create a servant, but does so for the sake of utility. You could seriously consider playing an evil monk. He's hell bent on learning the most devastating martial art, or even developing it himself. He would, however, be much more intent on his martial art than perpetrating evil acts. What makes him evil is that he gladly tries his deadly techniques on whomever presents themselves. (Use this to convince your DM to allow you to work on your own special PrC, within realistic limits of course.) Don't go the way of the rogue, someone else in your party will. And, even if you don't take this advice, don't be the super-sexy female assassin that is so cliche that it makes people vomit. Wizards and sorcerers are effective at being evil, but do so in a way befitting the character. A wizard is very likely going to be involved in intense plans designed to increase his personal power. He might even have semi-noble aspirations, maybe he wants to rival Elminster for power, maybe he despises drow and wants to kill them all and focuses his learning on bypassing SR. A sorcerer is more likely, and more fit, to aim for enchantments and manipulation. Leadership is a damn good feat for a charismatic or especially skilled wizard as it allows you to gain a cohort who won't go and run off without you like a player would. Lastly, don't turn on the other players. It's a bit contrived, but people do get attached to their characters and doing anything like that may hurt real feelings. You have to have a certain level of maturity to handle a non-good setting, make sure you and the rest of your group honestly do before going forward. --Good Gaming |