Ah, but that is the crux of the problem. The player views the alignment as justification for acting against his/her companions because the player wants to. There are hundreds of reasons to not do so, not the least of which is self-preservasion from said betrayed companions. If it's a fore-drawn conclusion, then I don't see any reason for me to bother playing the game becaue I will drop when it happens. I mean no offense, I just don't play with that situation. So, we'll have to either decide that there's a reason for the character to not play that game, or that such an action isn't going to be a "just because I feel like it." flip and the character will become a non-participating member of the party. Evil doesn't mean stupid. and surely such a character would understand that as soon as a companion discovers the action, an attack would take place... hense, I drop. Not trying to be an ass, but it's been said before.<br/><br/>I would agree on the paladin, and my suspicion is that the GM is waiting for something to happen that can't be redeemed. The background is actually fairly convoluted and tries to justify being a paladin without actually being an anti-paladin because the GM ruled outright that no evil aligned characters. The character is severly over-powered to begin with, but is the party's only healing option.