This is based on a conversation Axiomatic and I had in chat a couple nights ago. If we get a full range of 3.5 core classes "Evilized" I might put together a custom evil campaign.
Level Progression Same as Table 3–8: The Druid except the "Special" column. Spells are drawn from a revised spells list (below)
Special: Replace Animal Companion with Undead Companion. This companion may be any qualifying animal from the original list, but with the "Undead" template added, or any monster with the Undead type and a CR of 1 or less.
[This CR requirement goes up to 2 or less at level 4; 4 or less at level 7; 6 or less at level 10; 8 or less at level 13; 10 or less at level 16. ]
Nature Sense is removed from the list.Replace Wild Empathy with Necrotic Empathy - Functions as Wild Empathy, but only for undead characters or creatures.
Deathless Stride - Starting at second level, undead will not attack a Death's Druid unless provoked.
Trackless Step remains unchanged.Replace Resist Nature's Lure with Assault Natural Order Starting at 4th level, a Death's Druid gains a +4 bonus on attack and damage rolls against Fey creatures.
Replace Wild Shape with Necroshape - At 5th level, a Death's Druid gains the ability to turn herself into any Medium or Small Undead-Type creature or Animal with the Undead Template and a CR equal to her level and back again once per day. Effect lasts for 1 hour per Druid level. Changing form is a standard action and doesn't provoke and Attack of Opportunity. Necroshape progression follows the Wild Shape Progression as on Table 3-8.
Venom Immunity remains unchangedA Thousand Faces remains unchangedTimeless Body becomes Lichform - Any time attaining 15th level, a Death's Druid may choose to permenantly become a Lich. To do so requires the Druid create a Phylactery and undergo a profane ritual. Becoming a lich causes temporary loss of the Necroshape ability. At level 16, a Death's Druid Lich will gain the Elemental Necroshape Ability as usual, and at at Level 18 the Death's Druid Lich will regain Necroshape (Necroshape 1/dy, Elemental 2/day) (At level 20, Necroshape 3/day, Elemental 3/day, Huge Elemental)
This new form prevents any ability score penalties for aging, though any penalties already incurred remain.
[Spells coming later]
Posted on 2014-07-26 at 18:00:49.
Edited on 2014-07-26 at 18:01:52 by Schnozzle
Alacrity The Tired RDI Staff Karma: 291/33 6219 Posts
Old guy talking
I have never seen the point in playing evil characters. I have, as a DM, had evil parties before and without an exception, all of them have self destructed early in the game. They start killing each other off or won't work as a team and next thing you know - they are dead and blaming me.
Of course there's evil and then there's evil. One evil character is a jerk, five evil characters are a blight upon the world. I think if they're all evil they could work toward a common, not-nice goal.
I might be up to playing in an evil game... but I don't see the point in changing the classes to accommodate evil, as they all (paladin exempted) work well as evil classes.
Evil is more about the RP rather than special abilities. And as has been mentioned it is harder to DM an evil game because there has to be an added level of incentive for the characters to not turn on eachother.
I played an evil character in a non-evil group for several years. It worked because my character viewed the party as a "tool" to accomplish his goals and so would not hurt them. Also, he knew if found out he would not last long.
If you do an evil group, make them lawful evil and all sign a "no-kill" type pact.
You know, I'd just been thinking, for whatever reason, about how it would be like to play in an evil game. I know they exist, and that some have been successful, but I'd always figured it'd be significantly more challenging to play an evil game right, let alone in general, than any good game; one would suppose there'd be a much higher propensity for backstabbing, betrayal, infighting, and more of the same to occur in such a setting (and, by the sound of what Alacrity, Tann'Talas, and Schnozzle are saying, it's fairly true).
I do quite your suggestion, Keeper, and give you props for playing evil in a good group for so long! It sounds like you really need to know what you're doing, but that you had a lot of fun with it, too!
What I would contribute, if it were possible and alongside Keeper's no-kill pact, would be something along the lines of a direct reason in the plot for the characters to cooperate with one another. Whatever it may be- who knows; say, overthrowing a good government in place of a divine tyranny they all believed in, or slaying a benevolent faction in order to gain a shared villainous power- I think there'd have to be something to turn these guys into partners. They'd be evil, sure, but evil with similar intentions- maybe think anti-heroes- do you suppose that would be an achievable scenario?
I'd also imagine that chaotic evil would be discouraged in such a game, unless the chaotic evil character were forced to comply with the rules through intimidation. (Which may end up producing some sort of bizarro Stockholm syndrome situation.)
the fun of lawful evil is they obey the law, but will do everything they can to twist or bend it without actually breaking it. God checks are very useful for evil characters, and usually they are not pleasant reminds like from benevolent good gods.