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Evil clerics "luke you dont know the power of the dark side
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<blockquote data-quote="Yair" data-source="post: 1955630" data-attributes="member: 10913"><p>My personal experience with Evil gaming has been so-so, but I'll try to help you out.</p><p></p><p>I've found having a REALLY big boss figure is improtant, even if he's just kept at the distance. If you are working for the Archamge Necrosus and you betray your comrades you are also betraying Necrosus, which can be very detrimental to your health. Party cohesion improves by leaps and bounds.</p><p></p><p>I recommend Necromancy: Beyond the Grave for some good necromancy spells and an EXCELLENT feat system. The latter can also be gained online in an improved version, I think by Phillip Reed; look for Necromantic feats. They allow you more uumph in return for "power checks" that result in various curses and side-effects for your character. </p><p></p><p>I've found the discussion in AEG's Evil interesting, but little more. But it sounds like your fighter might be interested in the Living Shield feat (you know what that means...), and I love the Bootlicker feat (+3 to grovel, beg, and so on). I was inspired by its [Infernal] feats into creating Dark Pact system for characters wanting to strike a deal with the devil, if you're interested you can find it <a href="http://www.geocities.com/argentus_il/Ancient_Legacies/DarkPact.doc" target="_blank">here</a>.</p><p></p><p>Try to be flexible as a DM: plan for several contringencies, and concentrate on knowing what's going on and why and seeing how that will change base on the PCs actions. Because evil PCs are much more active.</p><p></p><p>Regarding the basic point, clerics rock, and evil clerics even more so. The inflict spells are of far less use than cure spells (unless you're playing undead), but as others said just stock up on scrolls, potions, and wands. A CLW wand is most efficient money-wise, but not in terms of time-in-combat so you might want to have several options. Fast-Healing also helps. A lot.</p><p>Hmmm. That's it.</p><p></p><p>If the DM has trouble handling your PCs power, he can crack open the Book of Exalted Deeds. It's pretty much a mirror image of the BoVD. </p><p></p><p>P.S, about the mage and true strike - make potions of true strike. And shield too while you're at it.... though I seem to remember that was not possible for some reason. Too late to think, bye now...</p></blockquote><p></p>
[QUOTE="Yair, post: 1955630, member: 10913"] My personal experience with Evil gaming has been so-so, but I'll try to help you out. I've found having a REALLY big boss figure is improtant, even if he's just kept at the distance. If you are working for the Archamge Necrosus and you betray your comrades you are also betraying Necrosus, which can be very detrimental to your health. Party cohesion improves by leaps and bounds. I recommend Necromancy: Beyond the Grave for some good necromancy spells and an EXCELLENT feat system. The latter can also be gained online in an improved version, I think by Phillip Reed; look for Necromantic feats. They allow you more uumph in return for "power checks" that result in various curses and side-effects for your character. I've found the discussion in AEG's Evil interesting, but little more. But it sounds like your fighter might be interested in the Living Shield feat (you know what that means...), and I love the Bootlicker feat (+3 to grovel, beg, and so on). I was inspired by its [Infernal] feats into creating Dark Pact system for characters wanting to strike a deal with the devil, if you're interested you can find it [URL=http://www.geocities.com/argentus_il/Ancient_Legacies/DarkPact.doc]here[/URL]. Try to be flexible as a DM: plan for several contringencies, and concentrate on knowing what's going on and why and seeing how that will change base on the PCs actions. Because evil PCs are much more active. Regarding the basic point, clerics rock, and evil clerics even more so. The inflict spells are of far less use than cure spells (unless you're playing undead), but as others said just stock up on scrolls, potions, and wands. A CLW wand is most efficient money-wise, but not in terms of time-in-combat so you might want to have several options. Fast-Healing also helps. A lot. Hmmm. That's it. If the DM has trouble handling your PCs power, he can crack open the Book of Exalted Deeds. It's pretty much a mirror image of the BoVD. P.S, about the mage and true strike - make potions of true strike. And shield too while you're at it.... though I seem to remember that was not possible for some reason. Too late to think, bye now... [/QUOTE]
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