Noumenon
First Post
Forked from: So that's why you like it
This is good to hear, because the campaign I want to join is an established evil campaign, but I want my next character to be all about teamwork. After being a DM, I have a real yen to play as a "good player" -- someone whose goal every session is to validate the other players' character concepts, and expresses it mechanically by using tons of buff spells and aid anothers. Probably a bard. So what kind of teamwork-supporting archetypes are there for an evil character?
Masterminds believe in teamwork, but the team works for him, not vice versa. Nazi guards are a team, but "just following orders" doesn't seem like a fun character concept. I want to actively help my teammates with buff spells. I could just flavor the character evil by having his buff spells come from little demons that poof in on your shoulder and tell you where to hit, but I'd like something that genuinely seems evil.
There is the lawyer archetype -- someone who signs a contract to help you achieve your evil goals to the utmost of their ability. I suppose I could use bardic lore checks to come up with tricky legal rules to screw people. That's amusing, and it could work great in an urban campaign.
I've been told the campaign setting is a Coruscant-like world-city of eight million people, divided into three factions: lawful evil, neutral evil, and chaotic evil. How it hangs together, I don't know.
Another twist might be someone who in addition to helping his companions believes he's helping the people he kills. He could use spells like Cause Fear ("let me help you survive this") or Blindness/Deafness ("you don't wanna see this, trust me").
I could say I'm trying to perfect the ultimate evil warrior so I'm experimenting with the effects of granting extra strength or toughness.
Any other ideas for a buffer/helper/bard teamwork type who nevertheless isn't good?
Mallus said:edit: also, playing evil doesn't imply a lack of teamwork any more than playing good guarantees teamwork.
This is good to hear, because the campaign I want to join is an established evil campaign, but I want my next character to be all about teamwork. After being a DM, I have a real yen to play as a "good player" -- someone whose goal every session is to validate the other players' character concepts, and expresses it mechanically by using tons of buff spells and aid anothers. Probably a bard. So what kind of teamwork-supporting archetypes are there for an evil character?
Masterminds believe in teamwork, but the team works for him, not vice versa. Nazi guards are a team, but "just following orders" doesn't seem like a fun character concept. I want to actively help my teammates with buff spells. I could just flavor the character evil by having his buff spells come from little demons that poof in on your shoulder and tell you where to hit, but I'd like something that genuinely seems evil.
There is the lawyer archetype -- someone who signs a contract to help you achieve your evil goals to the utmost of their ability. I suppose I could use bardic lore checks to come up with tricky legal rules to screw people. That's amusing, and it could work great in an urban campaign.
I've been told the campaign setting is a Coruscant-like world-city of eight million people, divided into three factions: lawful evil, neutral evil, and chaotic evil. How it hangs together, I don't know.
Another twist might be someone who in addition to helping his companions believes he's helping the people he kills. He could use spells like Cause Fear ("let me help you survive this") or Blindness/Deafness ("you don't wanna see this, trust me").
I could say I'm trying to perfect the ultimate evil warrior so I'm experimenting with the effects of granting extra strength or toughness.
Any other ideas for a buffer/helper/bard teamwork type who nevertheless isn't good?