Im trying to make a palpatine type character and was wondering if there is any kind of extra power that can be granted for an evil character to start with. I also was looking for something i could tempt another pc into getting kind of like how palp tempted anakin.
It sounds to me like this is more of a story thing than a mechanics thing.
If you are wanting the character to be tempted to slide to the "dark side" (or whatever you're calling it), I've found that the best way to do it is to grant minor boons from whoever is doing the tempting as long as the character keeps doing what the tempter wants him/her to do. Something like, "If you give into your anger and fireball the town square instead of firebolting the one dude who is opposed to you, you'll get an extra d4 of damage for every two d6s in the fireball." Keep doing stuff like this, or granting favors with no expectation of repayment, until the character is quite used to these boons and has become reliant upon them. When/if he/she tries to pull back from the path, THEN slam him/her with some detriments: now casting that fireball has a penalty of a negative d4 of damage for every two d6s in it. These negatives would stay in effect until some sort of atonement for their "dark side" slide has occurred.
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C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
You can always use magic items. Any item can be described as evil. For instance you could give them a wand of lightning bolts and describe it as the ability to use force lightning via the dark side or say it fires black lightning or something.
Every power can be an evil power. Sneak attack damage? Evil power. Inflict Wounds? Evil power for sure. Empowering your allies to better fight your enemies by giving them Bardic Inspiration? Evil power right there. Transforming yourself into a vicious animal? Sounds kind of like an evil power. Got your warlock abilities from a pact with an archdevil? Congrats, you're getting a whole piñata of evil powers. If you'd like something extra, that's something you can discuss with your DM if you want. It's not inherently wrong. But it's not hard to flavour one or more class abilities as a Dark Gift of sorts, especially if you're playing a caster class.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
You could always have the villain grant them the ability to cast powerful spells maybe once per day. Or give the players Feats that enhance their build. Or they could offer powerful magic items/weapons.
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Im trying to make a palpatine type character and was wondering if there is any kind of extra power that can be granted for an evil character to start with. I also was looking for something i could tempt another pc into getting kind of like how palp tempted anakin.
It sounds to me like this is more of a story thing than a mechanics thing.
If you are wanting the character to be tempted to slide to the "dark side" (or whatever you're calling it), I've found that the best way to do it is to grant minor boons from whoever is doing the tempting as long as the character keeps doing what the tempter wants him/her to do. Something like, "If you give into your anger and fireball the town square instead of firebolting the one dude who is opposed to you, you'll get an extra d4 of damage for every two d6s in the fireball." Keep doing stuff like this, or granting favors with no expectation of repayment, until the character is quite used to these boons and has become reliant upon them. When/if he/she tries to pull back from the path, THEN slam him/her with some detriments: now casting that fireball has a penalty of a negative d4 of damage for every two d6s in it. These negatives would stay in effect until some sort of atonement for their "dark side" slide has occurred.
C. Foster Payne
"If you get to thinkin' you're a person of some influence, try orderin' somebody else's dog around."
You can always use magic items. Any item can be described as evil. For instance you could give them a wand of lightning bolts and describe it as the ability to use force lightning via the dark side or say it fires black lightning or something.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Every power can be an evil power. Sneak attack damage? Evil power. Inflict Wounds? Evil power for sure. Empowering your allies to better fight your enemies by giving them Bardic Inspiration? Evil power right there. Transforming yourself into a vicious animal? Sounds kind of like an evil power. Got your warlock abilities from a pact with an archdevil? Congrats, you're getting a whole piñata of evil powers. If you'd like something extra, that's something you can discuss with your DM if you want. It's not inherently wrong. But it's not hard to flavour one or more class abilities as a Dark Gift of sorts, especially if you're playing a caster class.
Want to start playing but don't have anyone to play with? You can try these options: [link].
You could always have the villain grant them the ability to cast powerful spells maybe once per day. Or give the players Feats that enhance their build. Or they could offer powerful magic items/weapons.