Magic is iffy if you're playing with a bunch of other drow, so avoid any spells that would directly damage or interfere with them. Focus on magic that depends on the player, like illusion magics. Considering that drow typically have a lower constitution, poison might could work, as so could disease. Finding out any enemies of your allies and working out sub-deals and offers with them would be helpful so long as you can either fulfill or find your way out of. When you're betraying someone, simple lies can sometimes be the best and it depends hugely on what you've told them about yourself. The trick is making things believable. You can't just poison a party mate and then blame it on someone that works against your god; you have to make it seem reasonable rather than just blindly assigning blame. Paying someone to attack or ambush a party member would be useful. And if you're really set on this, remember. Mind-affecting on Fighters, Poison on Mages and Rogues, and have a lot of allies waiting in the wings. Summoned creatures would be helpful when you finally make the leap.
For even more subtle stuff, I would suggest tampering with clues and evidence to mislead your party mates. That would help keep your real-life group mates from getting pissed off at you when you go off on fool's errands, since you could easily "blame" it on the false god that you worship. You could entice other cultists to work against your group (at some personal risk of course) or even get local authorities involved somehow.
The best evil is not the black knight walking through slaughtering people. It's the subtle shit that you miss or don't recognize as evil that makes the most interesting stories, at least in my opinion. Make your allies question themselves and their motivation, destroy their will, ponder their faith. Tear them down from the inside and then spring your trap.
Having the DM on your side is incredibly important; a good DM will let you do what you want and play your character. I would advise in investing in a small notepad or text messages to him or her to let them know what you're up to. That way the other members of the group won't have any idea what you're up to (and thus can't "subconsciously" act against you).
Possible, but time consuming. From one evil-hearted ***** to another, best of luck. And remember, you can always count on me to watch your back. >
For even more subtle stuff, I would suggest tampering with clues and evidence to mislead your party mates. That would help keep your real-life group mates from getting pissed off at you when you go off on fool's errands, since you could easily "blame" it on the false god that you worship. You could entice other cultists to work against your group (at some personal risk of course) or even get local authorities involved somehow.
The best evil is not the black knight walking through slaughtering people. It's the subtle shit that you miss or don't recognize as evil that makes the most interesting stories, at least in my opinion. Make your allies question themselves and their motivation, destroy their will, ponder their faith. Tear them down from the inside and then spring your trap.
Having the DM on your side is incredibly important; a good DM will let you do what you want and play your character. I would advise in investing in a small notepad or text messages to him or her to let them know what you're up to. That way the other members of the group won't have any idea what you're up to (and thus can't "subconsciously" act against you).
Possible, but time consuming. From one evil-hearted ***** to another, best of luck. And remember, you can always count on me to watch your back. >