I'm a lurker on the forums, who likes to read posts and not post them. But, I wanted to get some feedback on a character I'm forumulating for a campaign I"ll be in later this year! I just have to finish up the one I'm DMing right now.
I read Red Fel's guide, Compliance Will Be Rewarded: A Guide to Lawful Evil, and was really impressed with the insights he gave. I drew inspiration from his guide (to help formulate how I can be proactive with a bunch of good-aligned players), but when designing the character and thinking about various viewpoints that can be twisted for evil purposes, I thought about the Sith from Star Wars and For Honor's antagonist, Apollyon. I really enjoyed the Sith's Code of the Sith, and the teachings of Yuthura Ban. In short, I shamelessly stole some quotes from her to help focus and orient my character.
I'll post everything I have on my character, and then some questions to help guide what I'm looking for.
Alakdriirn Kenkal’daka
The Name:
The first name, Alakdriirn, translates to the First Father, a title and his latest identity he has given himself. He envisions a world of strength, where the wolf rule over the sheep, and it is his calling to spread this faith of dominance, fostering this ideology as a father might foster his child.
The last name, Kenkal’daka, translates to Sworn to the Wolf. His ideology beckons for the inner wolves of society to unchain themselves and claim their right to rule over those who cannot, the sheep. Those who are sworn to the wolf as he has have taken the creed, and are worthy to bear the name. So, he is the first father of those sworn to the wolf.
The Creed:
To the wolf within, I issue this creed. May my passion sate my thirst for strength as I ruthlessly destroy those who stand against me. May my strength prove merciless as I grasp for the power I am owed. May my power prove to all those around me that I am the ultimate victor, one who has broken the chains of the weak… one who is ultimately free. May this creed be issued to the wolves without, and echo within their souls.
Beliefs of the Creed:
"If you seek to aid everyone that suffers in the world, you will only weaken yourself … and weaken them. It is the internal struggles, when fought and won on their own, that yield the strongest rewards… If you care for others, then dispense with pity and sacrifice and recognize the value in letting them fight their own battles."
"Conflict forces one to better oneself. It forces change, growth, adaption, evolution… or death."
“Peace is a lie, an ideology which leads to stagnation and universal degradation… a disease whose only cure is war.”
“Through us, the wolves among them will rise again. We are war.”
If the opportunity presents itself, I'd like to start a faction that follows this "creed". I'll just have to see what goes on in the campaign though.
The Rise of the First Wolf
Childhood:
My father is from Q, and immigrated to N soon after his marriage. A coward, who hid behind his titles and positions… ones won through subterfuge. He was a professor at M, the local mage academy, where he met my real mother, an aspiring and supposedly beautiful student. The snake seduced her, and I was born the bastard out of that tryst. My mother committed suicide several weeks after giving birth to me, so I never knew her. Not even a portrait to see what she looked like. That snake must have orchestrated her death, because the entire affair was swept under the rug, unbeknownst to anyone outside of my half-family. My family was cold to me… I don't think they ever accepted my presence. Not that it matters anymore. My half-siblings liked to mock my small ears and trap me in small places, so I got my revenge through cruel pranks and small traps. I hear a mother is suppose to comfort and nurture her children. I must have been a constant reminder of father's infidelity, because I received none of that, even after one of father's many beatings. I hated my family, and now I know why… they were all sheep.
My real mother did leave me one gift: a propensity for magic, a gift I still work towards opening. Her intellect ran through me, allowing me to easily grasp arcane rules and laws. I showed even more promise in magic than my half-siblings, and they hated me all the more for it. Growing up, I never understood why my family tried to distance themselves from me. Even when I was enrolled in M at such a young age, they had me enter under a different name, with forged documents to support my new identity… things that made the transition to my new life much easier.
Adolescence:
I attended that academy for several years, as they taught the basics of writing, math, the sciences, and magical laws and rules. While I must profess the idea had come to me several times, I cannot in good conscious claim to be responsible for the fire that killed my father and burned down the family estate, as much as it pleased me. They were wolves… as cunning as they come. I awoke to the smell of smoke, and rushed to see what was going on. My parent’s room was up in flames, though only my father was present. I saw him pinned down by a large plank of wood, unable to move.
I had questions for him, and needed answers before he died. Sheep are so cooperative when their life is in your hands. He told me all he knew about my mother, and as I listened to him plead and beg for his life afterwards, I watched as another flaming wooden beam crashed down on his skull, killing him instantly. A shame the pain didn't last longer. I knew I couldn't stay, since the blame for this incident would fall on me. So I left. I took what I could and fled the city, hitching a ride with a merchant caravan, taking upon the identity given to me at the academy: Lhaes’lynn.
Adulthood:
I travelled with the merchant caravan for quite some time. They were a group of swindlers and hagglers - those who always knew how to get a few extra coins from whatever they bought or sold. I suppose, they were like wolves, but with word instead of fire or steel. They didn't ask questions, and I learned how to navigate the markets, smooth-talking my way through many situations, some friendly, but most potentially hostile. A wolf must be cunning and know when to back down and survive.
Eventually, I came to realize my potential was greater than some merchant who peddled wares to those with money. I saw the city guard and respected their presence of authority they brought… they were the law, and were wolves walking amongst sheep. I stayed in that city and enlisted in the city guard. There, I received training in how to don armor, basic military strategy and tactics, and how to use a small caliber of weapons. The city guard was tedious and so restrictive. The sheep of the city expected me to be their savior, and remove them from all of their problems with local thieves or pest… a shame I hadn’t realized just how much I weakened them by removing their problems for them.
After three years of working for the city guard, I was approached by one of the city officials, who offered to have me work for him, where I would be doing more… covert operations. There were no limitations to how I achieved my goal, a fact I thoroughly enjoyed. I learned much about myself and what I was capable of without any chains. I trained extensively as a spy, further honing my skills is speaking, my dexterity with the blade, and ability to disguise myself for whatever situation I was in. I learned a lot of secrets over the years as I worked for that spider… something I think that made me too dangerous in his eyes, because he tried sending one of my fellow operatives after me to kill me. The sheep couldn’t even do his own dirty work, and I cringe to think I worked for such a figure who had no strength… nor power. I knew his tactics though, having a web of my own, and dispatched of the would-be-assassin before he could even get to me. Nothing good comes from wolves following sheep. Only the death of those worth something. Regrettably, my position was no longer safe in the city, and as a wolf knows when to back down, I was forced to leave with whatever I could grab.
Which leads me to my newest chapter. I’ve traveled to N, a [insert description here]. While many here appear to be sheep, there are a few wolves… and I suspect there are even more wolves in sheep's clothing who have yet to look into the still water and see the fangs bared back at them.
Personality Traits:
I always have a plan for what to do when things go wrong. I am rarely surprised.
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
I put on new identities like clothes. Few know who I really am, and the rest know one of my many persona.
I’m a quick thinker, able to fabricate the words necessary to keep me alive.
My favor, once lost, is lost forever. Those who betray me are either dead or will die after everything is taken from them.
Ideals:
Ruthlessness. I am ruthless in pursuit of my goals. I act without mercy or hesitation.
Rationality. I am methodical. I don't indulge in half-witted plans, and thoroughly think out the possibilities of what I do.
Results. My actions must have a purpose, usually selfish. They will always serve me in my pursuit of power.
Power. I crave power, above all else. Nothing is too immoral for me if it means I will become stronger.
Bonds:
Careful with words, my word is my bond. The true interpretation of those words, however, is left to my own judgement.
My loyalty is earned by those who would give their life for me. To others, it is only given... and taken back when they have served their usefulness.
Flaws:
I over-complicate things that are simple, always searching for the deeper meaning. In conversation, I too often hear veiled insults and threats in every word addressed to me.
My mild paranoia leads me to be suspicious of strangers, and I always expect the worst from them.
I have an irrational fear of enclosed places where I feel confined. I suffer from claustrophobia. I will not willingly go into a confined area, and must succeed on an Intelligence saving throw (14) every minute if I do or I gain the frightened condition.
In Summary:
Alakdriirn is a man of ambition. He knows that with power comes limitless opportunity. He wants to foster “the best” from people, and believes that can only be achieved through hardship and struggle. Like climbing a mountain, a person only grows when faced with adversity, and he will be that mountain to others if necessary. He is honest, to a self-prescribed degree, but will keep his word in most circumstances. He sees this honesty as one that goes both ways, and detests those who betray him. It is his ruthlessness, amoral viewpoint, and lack of mercy that drive him towards the evil alignment: he takes pleasure in culling the sheep, especially if it gives him power. Nothing is beneath him when it comes to gaining power. Likewise, as long as the wolves are unchained, he doesn’t care who or what it impacts. He is rational though, and does not see purpose in senseless killing, or killing for the thrill it brings mere simpletons. His purposes are more grand, grand enough to drive him to try and reshape the world in his twisted, but possibly beneficial, image.
Leveling Guide: Arcane Trickster (12), Bladesinger (5), Mastermind (3)... by level eight, he'll be AT 3/BS 2/MM 3, and that will be his "soft" capstone.
They'll be using a Rapier in one hand, keeping the other open to cast spells as needed. I plan on playing him to be highly mobile, where he runs in, gets an attack, then dashes out with the disengage action.
So, what do you guys think? I wish I knew the make-up of the rest of the party (I know one of the players will be playing a neutral-aligned Hexblade), to better help you guys in responding. Let's assume we don't have any Paladins who would smite him as soon as he did something evil.
Can this character work with a group of good-aligned characters? How far do you think I can comfortably step on the evil axis and still get away with it? Any ideas you guys have to help flesh the character out more? I'm always open to ideas on how to role-play him better: I've never played an evil character before, so tips on doing so would go a long way too! The main focus is to be an evil that can work with a group of good-aligned characters, while getting away with as much evil as possible (either in public or behind closed doors).
I think your character will work fine. I played a chaotic evil sorcerer with a mostly good and neutral party with only a few hitches here and there (mostly based on feeding another party member to a dragon) and it turned out alright. A big part of your character seems to be manipulation, so I would try to focus on having your character view the other party members as tools first and people second. This could turn about later on as part of character development, but I don't know where you want to take this character or what your campaign setting is. I do wish you the best of luck, however. It seems like a fun character to play.
Adventuring seems like it would be one of the few socially acceptable ways for a sadistic psychopath to kill a bunch of people without punishment. If they knew that, they could be smart and use that to their advantage.
I would suggest playing Lawful Evil and the best way I can describe playing that alignment is as an adventurer with the knowledge and personality of a super sleezy lawyer or politician. Know the laws inside and out and use loopholes to your advantage. That way if there IS a paladin, he can't kill you for breaking the law because you technically didn't.
I think your character will work fine. I played a chaotic evil sorcerer with a mostly good and neutral party with only a few hitches here and there (mostly based on feeding another party member to a dragon) and it turned out alright. A big part of your character seems to be manipulation, so I would try to focus on having your character view the other party members as tools first and people second. This could turn about later on as part of character development, but I don't know where you want to take this character or what your campaign setting is. I do wish you the best of luck, however. It seems like a fun character to play.
Chaotic evil worked in the party mechanics?! Wow. I feel like they'd be to unpredictable for good-aligned people to deal with in a group setting. And I really like the idea of viewing the people around him as tools. I think that would go hand-in-hand with the sociopath idea I'm trying to put forth. Thank you!
Adventuring seems like it would be one of the few socially acceptable ways for a sadistic psychopath to kill a bunch of people without punishment. If they knew that, they could be smart and use that to their advantage.
Right? Adventuring is the easiest way to keep your murder-rage in check. For now, I'm thinking on playing up the murders he partakes in.
I have this fantasy, where it's a rainy night along the keep wall as the lone guard patrols along. The rain soaks through his chainmail, and he mumbles to himself about wishing to be home with his wife and kids, in a warm bed. As he continues along, he hears faint whispers, coming from the edge of the wall, advancing over, the inaudible whispers are replaced with one final whisper: Do you know what kind of creature waits for its slaughter? A hand wraps around his mouth, muffling the coming scream as hot pain radiates from his side due to the embedded dagger. The assassin's voice is like a rose pedal brushing against the skin as he answers the spell's final segment, "Sheep." - this situation would easily be done with the cantrip, Minor Illusion, using it as a distraction and to add to the eerie presence of my character.
I'm intrigued by the idea of him being a psychopath... though perhaps I'll switch that into a sociopath, since sociopath's seem to be more stable... if such a descriptor can be placed on them. Psychopaths seem to have no moral conscience for what they do, and I think it'd be best for the group if he had just a little bit.
I would suggest playing Lawful Evil and the best way I can describe playing that alignment is as an adventurer with the knowledge and personality of a super sleezy lawyer or politician. Know the laws inside and out and use loopholes to your advantage. That way if there IS a paladin, he can't kill you for breaking the law because you technically didn't.
The plan is to play him lawful evil. I felt that that was the "friendliest" evil alignment possible, since they follow a pattern that can be both predicted and relied upon... usually. I like the idea of him knowing the law! He has a high intelligence, so it could make sense that he'd know the law well. I hope the DM fleshes out laws pretty well, since the campaign setting this character will be in will be homebrewed. All I know is we will be on some massive island for at least most of it.
I think it highly depends on the makeup of your party as to whether this will work out for you or not. Some advice from experience, play the long game, be subtle, overt evil is dead evil. There will be times your character is doing a lot of "Good" things, but his motivations will never be altruistic. Also, be prepared to die to PvP, not saying it will happen, but if it does, you have to be okay with it because this is the path you've chosen.
I believe the adventure hook is really important in this matter. Even with very different motivation, the hook make player with different alignment working together.
I think it highly depends on the makeup of your party as to whether this will work out for you or not. Some advice from experience, play the long game, be subtle, overt evil is dead evil. There will be times your character is doing a lot of "Good" things, but his motivations will never be altruistic. Also, be prepared to die to PvP, not saying it will happen, but if it does, you have to be okay with it because this is the path you've chosen.
The long game, eh? That's smart, and something I think my character would do. While it might not be as fun, he would survive longer, and it would help the party mesh together. I'm totally fine with him dying by PvP, if it comes down to it. I believe in sticking to the character's ideals, even if it would negatively impact him. It also means I need to forget A LOT of information to help prevent myself from metagaming haha.
My debate now is between playing up the pathological liar aspect of sociopaths, or stick to him being dependable and generally true to his word. Right now I'm leaning towards something in the middle, where he is under a false identity... perhaps a rogue who works under the law, and plays lawful neutral. Something easily believable and a half-truth that will throw the party off of his evil-side. This way, I can still live up to him being a liar overall, but his actions will be consistent. Let's just hope and pray no one has a detect evil spell prepared...
"Yeah, with a common purpose. Sometimes good and evil may have a common enemy for example. Or any threat wich wants to destroy the world."
"I believe the adventure hook is really important in this matter. Even with very different motivation, the hook make player with different alignment working together."
Yeah. He will see the party as beneficial tools to help him grow in power. Initially, he won't trust or respect any of them. But perhaps in time, he might see them to be more than tools for his grand design, as they all or a select few prove their worth as wolves and not sheep.
Just be careful how you play it out. Don't let your character become one that causes undue stress at the table. As long as you play it smart you'll be fine.
This has also inspired me for a new Cleric and literally play as The Devils Advocate haha
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Welcome to the Grand Illusion, come on in and see what's happening, pay the price, get your ticket for the show....
Just be careful how you play it out. Don't let your character become one that causes undue stress at the table. As long as you play it smart you'll be fine.
This has also inspired me for a new Cleric and literally play as The Devils Advocate haha
Right. I fully believe in having a happy party and not just happy individuals. Having played in situations with other characters who brought unnecessary stress (we had a player a while back who rolled a drunk dwarf and every encounter he rolled a dice to see if he'd pass out... it happened pretty frequently and we barely survived), I don't want to be that player. Maybe make them cringe at his actions, but tons of stress doesn't make it fun. That said, I do occasionally expect conflict between the characters! But if that conflict drags over to into the players, then I'll need to tone him down a little.
And that's an awesome idea, playing as the literal devil's advocate haha. Glad my topic could help inspire someone!
Talk to your DM. Remember that you are part of a cooperative storytelling game, and that not everyone enjoys a 'ruthless character that brings out the best in people through hardship'. If you are creating an interesting dynamic in the party then you'll probably be fine. If you are starting fights that don't need to be fought because that's one of your personality traits then you may find the others at your table becoming frustrated.
Talk to your DM. Remember that you are part of a cooperative storytelling game, and that not everyone enjoys a 'ruthless character that brings out the best in people through hardship'. If you are creating an interesting dynamic in the party then you'll probably be fine. If you are starting fights that don't need to be fought because that's one of your personality traits then you may find the others at your table becoming frustrated.
No one would ever fight with their own tools! I've spoken with the DM, and he's fine with it. I'm not sure what most of the party will be rolling up though. I have a Sorcadin built just in case it seems that there would be too much conflict between my character and the other characters. Unnecessary violence doesn't bring anything beneficial to himself. He'd rather play the long game and get his revenge over time against those who have slighted him. I'd rather have a happy party than a happy individual, so if people aren't enjoying him then I'll tone him down.
It will be kinda weird, but fun. My campaign was evil, but had an Aasimar, It was fun. It all depends on the DM. A good DM will let you be good most of the time, but give you chances to be evil. Opposite is true for my campaign: It was mostly evil, but the Aasimar got situations were the only way out was kindness.
Hey, people!
I'm a lurker on the forums, who likes to read posts and not post them. But, I wanted to get some feedback on a character I'm forumulating for a campaign I"ll be in later this year! I just have to finish up the one I'm DMing right now.
I read Red Fel's guide, Compliance Will Be Rewarded: A Guide to Lawful Evil, and was really impressed with the insights he gave. I drew inspiration from his guide (to help formulate how I can be proactive with a bunch of good-aligned players), but when designing the character and thinking about various viewpoints that can be twisted for evil purposes, I thought about the Sith from Star Wars and For Honor's antagonist, Apollyon. I really enjoyed the Sith's Code of the Sith, and the teachings of Yuthura Ban. In short, I shamelessly stole some quotes from her to help focus and orient my character.
I'll post everything I have on my character, and then some questions to help guide what I'm looking for.
Alakdriirn Kenkal’daka
The Name:
The first name, Alakdriirn, translates to the First Father, a title and his latest identity he has given himself. He envisions a world of strength, where the wolf rule over the sheep, and it is his calling to spread this faith of dominance, fostering this ideology as a father might foster his child.
The last name, Kenkal’daka, translates to Sworn to the Wolf. His ideology beckons for the inner wolves of society to unchain themselves and claim their right to rule over those who cannot, the sheep. Those who are sworn to the wolf as he has have taken the creed, and are worthy to bear the name. So, he is the first father of those sworn to the wolf.
The Creed:
To the wolf within, I issue this creed. May my passion sate my thirst for strength as I ruthlessly destroy those who stand against me. May my strength prove merciless as I grasp for the power I am owed. May my power prove to all those around me that I am the ultimate victor, one who has broken the chains of the weak… one who is ultimately free. May this creed be issued to the wolves without, and echo within their souls.
Beliefs of the Creed:
"If you seek to aid everyone that suffers in the world, you will only weaken yourself … and weaken them. It is the internal struggles, when fought and won on their own, that yield the strongest rewards… If you care for others, then dispense with pity and sacrifice and recognize the value in letting them fight their own battles."
"Conflict forces one to better oneself. It forces change, growth, adaption, evolution… or death."
“Peace is a lie, an ideology which leads to stagnation and universal degradation… a disease whose only cure is war.”
“Through us, the wolves among them will rise again. We are war.”
The Rise of the First Wolf
Childhood:
My father is from Q, and immigrated to N soon after his marriage. A coward, who hid behind his titles and positions… ones won through subterfuge. He was a professor at M, the local mage academy, where he met my real mother, an aspiring and supposedly beautiful student. The snake seduced her, and I was born the bastard out of that tryst. My mother committed suicide several weeks after giving birth to me, so I never knew her. Not even a portrait to see what she looked like. That snake must have orchestrated her death, because the entire affair was swept under the rug, unbeknownst to anyone outside of my half-family. My family was cold to me… I don't think they ever accepted my presence. Not that it matters anymore. My half-siblings liked to mock my small ears and trap me in small places, so I got my revenge through cruel pranks and small traps. I hear a mother is suppose to comfort and nurture her children. I must have been a constant reminder of father's infidelity, because I received none of that, even after one of father's many beatings. I hated my family, and now I know why… they were all sheep.
My real mother did leave me one gift: a propensity for magic, a gift I still work towards opening. Her intellect ran through me, allowing me to easily grasp arcane rules and laws. I showed even more promise in magic than my half-siblings, and they hated me all the more for it. Growing up, I never understood why my family tried to distance themselves from me. Even when I was enrolled in M at such a young age, they had me enter under a different name, with forged documents to support my new identity… things that made the transition to my new life much easier.
Adolescence:
I attended that academy for several years, as they taught the basics of writing, math, the sciences, and magical laws and rules. While I must profess the idea had come to me several times, I cannot in good conscious claim to be responsible for the fire that killed my father and burned down the family estate, as much as it pleased me. They were wolves… as cunning as they come. I awoke to the smell of smoke, and rushed to see what was going on. My parent’s room was up in flames, though only my father was present. I saw him pinned down by a large plank of wood, unable to move.
I had questions for him, and needed answers before he died. Sheep are so cooperative when their life is in your hands. He told me all he knew about my mother, and as I listened to him plead and beg for his life afterwards, I watched as another flaming wooden beam crashed down on his skull, killing him instantly. A shame the pain didn't last longer. I knew I couldn't stay, since the blame for this incident would fall on me. So I left. I took what I could and fled the city, hitching a ride with a merchant caravan, taking upon the identity given to me at the academy: Lhaes’lynn.
Adulthood:
I travelled with the merchant caravan for quite some time. They were a group of swindlers and hagglers - those who always knew how to get a few extra coins from whatever they bought or sold. I suppose, they were like wolves, but with word instead of fire or steel. They didn't ask questions, and I learned how to navigate the markets, smooth-talking my way through many situations, some friendly, but most potentially hostile. A wolf must be cunning and know when to back down and survive.
Eventually, I came to realize my potential was greater than some merchant who peddled wares to those with money. I saw the city guard and respected their presence of authority they brought… they were the law, and were wolves walking amongst sheep. I stayed in that city and enlisted in the city guard. There, I received training in how to don armor, basic military strategy and tactics, and how to use a small caliber of weapons. The city guard was tedious and so restrictive. The sheep of the city expected me to be their savior, and remove them from all of their problems with local thieves or pest… a shame I hadn’t realized just how much I weakened them by removing their problems for them.
After three years of working for the city guard, I was approached by one of the city officials, who offered to have me work for him, where I would be doing more… covert operations. There were no limitations to how I achieved my goal, a fact I thoroughly enjoyed. I learned much about myself and what I was capable of without any chains. I trained extensively as a spy, further honing my skills is speaking, my dexterity with the blade, and ability to disguise myself for whatever situation I was in. I learned a lot of secrets over the years as I worked for that spider… something I think that made me too dangerous in his eyes, because he tried sending one of my fellow operatives after me to kill me. The sheep couldn’t even do his own dirty work, and I cringe to think I worked for such a figure who had no strength… nor power. I knew his tactics though, having a web of my own, and dispatched of the would-be-assassin before he could even get to me. Nothing good comes from wolves following sheep. Only the death of those worth something. Regrettably, my position was no longer safe in the city, and as a wolf knows when to back down, I was forced to leave with whatever I could grab.
Which leads me to my newest chapter. I’ve traveled to N, a [insert description here]. While many here appear to be sheep, there are a few wolves… and I suspect there are even more wolves in sheep's clothing who have yet to look into the still water and see the fangs bared back at them.
Personality Traits:
Ideals:
Bonds:
Flaws:
In Summary:
Leveling Guide: Arcane Trickster (12), Bladesinger (5), Mastermind (3)... by level eight, he'll be AT 3/BS 2/MM 3, and that will be his "soft" capstone.
So, what do you guys think? I wish I knew the make-up of the rest of the party (I know one of the players will be playing a neutral-aligned Hexblade), to better help you guys in responding. Let's assume we don't have any Paladins who would smite him as soon as he did something evil.
Can this character work with a group of good-aligned characters? How far do you think I can comfortably step on the evil axis and still get away with it? Any ideas you guys have to help flesh the character out more? I'm always open to ideas on how to role-play him better: I've never played an evil character before, so tips on doing so would go a long way too! The main focus is to be an evil that can work with a group of good-aligned characters, while getting away with as much evil as possible (either in public or behind closed doors).
I think your character will work fine. I played a chaotic evil sorcerer with a mostly good and neutral party with only a few hitches here and there (mostly based on feeding another party member to a dragon) and it turned out alright. A big part of your character seems to be manipulation, so I would try to focus on having your character view the other party members as tools first and people second. This could turn about later on as part of character development, but I don't know where you want to take this character or what your campaign setting is. I do wish you the best of luck, however. It seems like a fun character to play.
Adventuring seems like it would be one of the few socially acceptable ways for a sadistic psychopath to kill a bunch of people without punishment. If they knew that, they could be smart and use that to their advantage.
I would suggest playing Lawful Evil and the best way I can describe playing that alignment is as an adventurer with the knowledge and personality of a super sleezy lawyer or politician. Know the laws inside and out and use loopholes to your advantage. That way if there IS a paladin, he can't kill you for breaking the law because you technically didn't.
Your friendly, neighborhood Templar!
Ooooh... I just found this link to a website which profiles common characteristics of sociopaths: http://www.mcafee.cc/Bin/sb.html
I know where I'll be spending my next few minutes!
I think it highly depends on the makeup of your party as to whether this will work out for you or not. Some advice from experience, play the long game, be subtle, overt evil is dead evil. There will be times your character is doing a lot of "Good" things, but his motivations will never be altruistic. Also, be prepared to die to PvP, not saying it will happen, but if it does, you have to be okay with it because this is the path you've chosen.
Yeah, with a common purpose. Sometimes good and evil may have a common enemy for example. Or any threat wich wants to destroy the world.
"What are you lookin' at, filthy mortal?"
I believe the adventure hook is really important in this matter. Even with very different motivation, the hook make player with different alignment working together.
Just be careful how you play it out. Don't let your character become one that causes undue stress at the table. As long as you play it smart you'll be fine.
This has also inspired me for a new Cleric and literally play as The Devils Advocate haha
Welcome to the Grand Illusion, come on in and see what's happening, pay the price, get your ticket for the show....
Talk to your DM. Remember that you are part of a cooperative storytelling game, and that not everyone enjoys a 'ruthless character that brings out the best in people through hardship'. If you are creating an interesting dynamic in the party then you'll probably be fine. If you are starting fights that don't need to be fought because that's one of your personality traits then you may find the others at your table becoming frustrated.
It will be kinda weird, but fun. My campaign was evil, but had an Aasimar, It was fun. It all depends on the DM. A good DM will let you be good most of the time, but give you chances to be evil. Opposite is true for my campaign: It was mostly evil, but the Aasimar got situations were the only way out was kindness.
Hope that helps!