Garimon said: The concept that I would like to play is some sort of forced reformed evil pc. Essentially during their past evil deeds they were confronted and soundly defeated by a redeemer who instead of smiting/excuting compeled me to become a good person. So this character would have evil thoughts but if ever acted upon "a gentle reminder pulses through his spine" the idea being his alignment would gradually shift towards good over the course of play. This is just a rough concept that would need further development but it should give you an idea. For class I was thinking of a swashbuckler or possibly a rogue just to go along with the scoundrel type of character. Race would more than likely be whatever would make the most sense for your world. Something I emphasize strongly in this campaign is group cohesion and trust. If I introduce an NPC that behaves in a certain way, and the players decide he's not someone they would trust watching their backs or even enjoy having around, I would expect them to behave exactly the same to a PC with similar behavior. This is not a party of adventurers thrown together by circumstances; they are together by choice and conscious design. At the end of the day, if the party doesn't feel a strong sense of trust for your character, why should they not move on to the next would be adventurer in line? If you can make that work, I see no issues, but I have a history of swiftly bringing the hammer down on characters made by players looking to play things "edgy".