Gray Guard Archetype


Homebrew and House Rules


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I've been working on 'converting' the Prestige Class Gray Guard to a paladin Archetype for Pathfinder. If you could review it and comment on it's balance and any suggestions you may have would be appreciated.

Spoiler:

Gray Guard

The typical image of a paladin is a proud knight of noble bearing, resplendent in armor bright as sunlight and bearing a sword shining with the purity of his cause. This archetype, upheld by both idealistic knights and their enemies, has killed countless honorable warriors.

Taking a cue from the enemies of their faith, many good-aligned religions have established secretive orders of the most dedicated and hardened soldiers. These Gray Guards are less restrained by their knightly vows, doing what must be done, no matter how unpleasant, to protect the innocent and helpless from those who would do them harm.

Only the most realistic and hardened holy warriors join a church's order of Gray Guards, knowing that evil runs rampant in the world, always has, and will not be expunged merely by good example. They join out of necessity, not out of resentment for the code of conduct; those who chafe at their responsibilities are unfit to be paladins, let alone Gray Guards.

Gray Guards feel, more than anything, that it is literally their god-sworn mission to vanquish those whose actions and goals oppose their deity's, either directly or indirectly. Enemies of the unholy, Gray Guards feel that the best way to protect the faithful is to ensure that their enemies are either destroyed or routed completely, and they focus their training as such, preferring exceptionally deadly prayers over those that may heal or otherwise defend.

To become the deadliest holy soldiers possible, Gray Guards put their prime focus on training their physical strength, though like all paladins they consider willpower and strength of personality to be vital components towards serving their god faithfully. Most prefer large, two-handed weapons, with which they can cause the most possible damage to infidels.

Gray Guards most commonly follow deities concerned with justice, such as Iomedae, Sarenrae, and Torag.

Outlook
The Gray Guard has seen the terrible realities of the world: orphaned children starving in gutters while the rich and powerful feast on the other side of a wall, tyrants abusing the law to expand their own power, and the supposedly devout using and abusing those they see as at best, beneath their notice, and at worst, heretics. The worst evil acts outwardly good and righteous, using honeyed words to seduce the unsuspecting masses.

The code of a paladin can only go so far, because it forces them to act in the open, placing them at a disadvantage that can get them killed, and an inflexible code often not only allows evil to remain, but aids its spread. The Gray Guard has earned the right and freedom to do whatever it takes to take out the trash, even if it means committing a lesser evil to uphold the greater good.

Though he works toward the same goals as other members of his faith, he may find himself ostracized by his fellows. At best, he flirts with corruption, and at worst, embraces it. Traditional paladins may see him as weak, for he has not (in their view) the courage to fight for justice with honor.
The Gray Guard is not proud of what he does, but rather sees it as a necessity forced upon him by the realities of the world. The freedom is not a boon but a loss, a tarnish of darkness on a once-pure soul. He resolves to do what is necessary, to do battle as valiantly as the greatest paladin, but as brutally as the vilest blackguard.

Combat
The Gray Guard prefers to do battle as a paladin on the field of honor, judging an opponent by his actions. But if the only chance or choice he has is to assassinate an evil priest is by knifing him in an alley, he does it without qualms.

Mercy is also mutable. Ideally, he would take his foes prisoner, bringing a slaver operating in the slums before a court of justice. But if there is no choice but to kill him, such as if he is escaping arrest, or has been acquitted on a technicality, he willingly commits the murder, for some foes simply cannot be allowed to live and rise again. A moment's prayer for both his own soul and his victim's, followed by a quick death, end the lives of many of a Gray Guard's enemies.

Quotes
“Does your stout armor give you peace of mind? Does your holy sword help you sleep at night? Mine do not.”
- Ambros Brasmere, Gray Guard

“Do whatever it takes to get the job done, and worry about the moral questions later.”
- Anonymous, Gray Guard

“How’re we supposed to see the pally comin’ when ’e wears armor blacker than ours?”
- Griv “Goblin Father” Chos, unfortunate cultist guard

Class Features
The Gray Guard has the following class features.

Class skills: A Gray Guard loses Diplomacy and gains Intimidation.

Spells: Add the following spells at 1st - wrath; 2nd - confess; 3rd - blessing of fervor; 4th - order's wrath.

Devastating Strike (Su): You can make a mighty blow against any creature you believe is acting in an evil manner, even if the target isn't evil. As a swift action, you can imbue your weapons with a fraction of your deity's power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five class levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Sacrament of Trust: Upon reaching 3rd level, you take a vow of allegiance to your faith beyond that of any ordinary paladin. This vow grants you a measure of freedom to act on your cause’s behalf without fear of retribution should your duties require you to break your code of conduct. Dishonorable acts still cause you to lose both Gray Guard and paladin class features until you atone, but this infraction is considered much less severe than it would be for a paladin.

By meditating for one hour per level of paladin, you can atone for deeds that you willingly commit in the name of your faith, but that break your code of conduct. This reprieve applies only to acts intended to further the cause of righteousness and the Gray Guard’s faith. This ability replaces Mercy.

Justice Blade (Su): When you attain 4th level, your deity shows its approval of your grim work, allowing you can make a mighty blow against any creature you believe is acting in an evil manner, even if the target isn’t evil. From this point on, you can channel your lay on hands ability through your weapon, igniting it with a holy flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. Using this ability requires a swift action and does not provoke attacks of opportunity.

This flame lasts for 1 round for every d6 of healing lay on hands normally provides. When charged, the weapon is encased in a flame that is a ghostly blue and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. Only melee weapons can thus be charged. For a second charge of your lay on hands ability, your weapon will also cause creatures to become dazzled for 1 minute; creatures with light-blindness or light-sensitivity are blinded instead of dazzled.

A non-evil, non-chaotic creature is allowed a Will save (DC 10 + your paladin level + your Charisma modifier) to halve the amount of damage dealt and negate any dazzled effects. If the Gray Guard uses this ability on a creature that is not actually acting in an evil way (as determined by the GM), making use of this ability is considered an evil act. This ability replaces Channel Positive Energy.

Divine Bond (Su): Starting 5th level, a Gray Guard must form a bond with his weapon. He loses the ability to add the properties Defending and Merciful. This ability otherwise functions as the paladin ability of the same name.

Stern Gaze (Ex): By 6th level, Gray Guards are skilled at sensing deception and intimidating their foes. You receive a morale bonus on all Intimidate and Sense Motive checks equal to half your paladin level (round down).

Unbound Justice (Ex): At 9th level, unrestricted by your code of honor, you can employ unorthodox methods that are all the more effective because they’re unexpected. Add half your paladin level (round down) as a competence bonus on Bluff, Disguise, and Stealth skill checks.

Sacrament of the True Faith: At 11th level, you gain your order’s full confidence. You are granted the freedom to act on behalf of your faith as you deem necessary. Thus, you never risk losing your class abilities in the pursuit of a just cause and never need to atone for violating your code of conduct.

This trust does not grant you the freedom to act as violently or immorally as you wish, however. Release from your code of conduct depends on your acting as an exemplar of your order’s ideals. If you violate this trust by habitually acting in an immoral or corrupt manner, the leaders or deity of your faith might revoke their blessing and banish you from the ranks of the faithful. This ability replaces Aura of Justice.

Code of Conduct
As a Gray Guard, you are held to the same code of conduct as a paladin. You must be of lawful good alignment and must never willingly commit an evil act. You must also pledge to respect legitimate authority, act with honor (not lying, cheating, using poison, and the like), aid the needy, and punish those who harm the innocent. In addition, you must never let lesser evils distract you from your pursuit of just vengeance.

If you contravene your code of conduct, you must atone for the transgression or lose all class abilities as a normal paladin. As you advance in level, this code becomes more flexible. However, its tenets still apply: You can never break your code without good reason.

Ex-Gray Guards
Though a Gray Guard's code is looser than a paladin's, the code does not grant a Gray Guard carte blanche to do whatever he pleases. He must respect legitimate authority and act with honor and good intent. He must help the needy, may not use poisons, and must punish those who harm the innocent. The central tenet is this: a Gray Guard may not break the code without good reason.

As previously stated, the power to access one's innate divinity is a privilege, not a right, and unforgivably evil acts (despoiling a temple of his faith, slaying innocents, etc.) will cost you your abilities. Also not permitted are actions counter to the tenets of your faith, and habitual violation of the code. If at any time your deity or a jury of your faith's leaders finds you guilty of neglecting your responsibilities and abusing your power, you will be expelled from the order, permanently costing you all paladin powers. Not even an atonement spell can restore them once lost in this manner.

Khasalianus Nightstar

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