View Full Version : The Grey Guard (Organisation, Class, NPC)

2007-06-14, 04:24 PM
The story of the Grey Guard cannot be told without the story of Taerlin Rassker. Taerlin was once an astral deva held in high esteem. He was a good man in life, and as a petitioner he saw no reason to change. His rise through the ranks of the celestials was a fairly fast one, and he attained the given name 'Taerlin the Wrathful' to denote his fierce anger against the ways of evil.

He was bestowed treasure, land, and underlings to assist in his quest against evil, and he was staggeringly successful. His talents, quick thinking, and ruthless underhandedness were allies in his battle against the evil he fought, and he continued to be richly rewarded. However, despite his position as a paragon of good, dangerous thoughts were brewing in his head.

Taerlin grew to accept the position that neutrality was wrong. By his reasoning, once all of Evil was vaniquished, there would be a new division between those who served Good, and those who served themselves. This second group would become the new Evil. Over time, he became certain of this, and began allowing innocent lives to be risked increasingly in his missions.

It was at this point that his superiors made a big mistake. Taerlin was granted a new ability, sourced from the gods themselves. This ability was equivalent to that of an Atonement spell. Taerlin gratefully accepted this gift, and it was to prove to be the greatest he would ever receive.

A few months later, Taerlin was caught using the lives of neutral villagers as bait for a group of tanar'ri who he was tasked with killing. Taerlin refused to accept that he had done anything wrong, and after a fierce argument and the butchering of Taerlin's immediate superior, Taerlin fled into the Astral Plane, where he would hide for years, avoiding the wrath of the celestials.

He did not spend this time idle. Instead, he trained up a force of a hundred mighty paladins, each a mighty hero in their own right, but together unbeatable. Finally, he led this army onto a floating demiplane in the Astral void, conquering it entirely, and butchering all evil and neutral creatures and destroying the bodies. It was here that Taerlin built Perfection's Purge, the first of the Grey Guard barracks, a mighty bastion, filling the whole plane.

But of course, the gods rejected those paladins who were foolish enough to join him. Naturally, the wholesale butcher of innocents is not a paladin's action. It was here that Taerlin's Gift came into the tale. Taerlin used his god-given powers to Atone his own paladins and himself, at no cost to them or him. In this manner, he has managed to build on his force, and make the Grey Guard an even mightier group of paladins than before. His Grey Guard are now industrious, inventive, and honed for war. Their equipment is excellent, and they have recently invented a new armour piece named a Cover Plate, as well as their Purger Bows which are gaining quite a reputation amongst small game hunters. This is a force to fear, for evil and good alike.

(Cover Plate: +10 armour bonus, +0 maximum dexterity modifier, 80% arcane spell failure, cannot be combined with a shield, comes with locked gauntlet.
Purger Bow: Attached to the locked gauntlet slots on a Cover Plate. A crossbow used in one hand (can be dual-wielded with another Purger Bow in order to take one additional shot per full attack), deals 1d6 damage, critical threat range 19-20/x2, range increment 30ft.)

Taerlin Rassker, Dreadmighty Commander of the Grey Guard
Medium Outsider (Extraplanar, Angel, Good)
Hit Dice 12d8+96 plus 16d10+192 (430)
Speed 50 ft. (10 squares); fly 100ft (good)
Init: +8
AC 39 (10 + 15 Natural + 14 Armour) touch 10; flat-footed 39
Base Attack/Grapple +28/+34
Attack Holy Avenger +43 melee (1d8 + 15, 19-20/x2)
Full-Attack Holy Avenger +43/+38/+33/+28/+23/+18 melee/ranged (1d8 + 15, 19-20/x2,)
Space/Reach 5 ft/5 ft
Special Attacks Spell-like abilities, stun, Taerlin's Gift
Special Qualities Damage reduction 10/evil, darkvision 60ft, low-light vision, immunity to cold, acid, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge.
Saves Fort +36 (+40 against poisons) Ref +25 Will +20
Abilities Str 30, Dex 18, Con 26, Int 21, Wis 8, Cha 26
Skills Concentration +19, Knowledge: Religion +19, Knowledge: Arcana +19, Knowledge: Local (Perfection's Purge) +19, Intimidate +22, Escape Artist +19, Hide +19, Jump +20, Listen +23, Move Silently +23, Sense Motive +19, Spot +23.
Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack.
Environment N/A
Organization N/A
Challenge Rating 24
Treasure N/A
Alignment Lawful Good

Taerlin's Gift: As atonement at will, with no experience point cost.

Grey Guardsman

Hit Dice: d10
Skills: As Paladin.

Pre-Requisites: BAB +5, Detect Evil ability, membership in the Grey Guard, must be an unfallen member of the Paladin class.

Grey Guardsman
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

+0|Grey Mentality

+0|Hear No Evil


+1|Speak No Evil

+1|Butcher the Unworthy

+2|See No Evil

+2|Bleed the Fallen

+2|Suffer no Evil

+3|Woe to the Wicked

+3|Touch no Evil[/table]

Grey Mentality: Whenever a Grey Guardsman would Fall as a Paladin, instead delay this effect by 6 hours.

Hear No Evil: When an evil creature speaks in the presence of a Grey Guardsman, the Grey Guardsman does not hear any words, but rather a constant stream of hissing and vile-sounding curses.

Purge: A Grey Guardsman may use his Smite ability against Neutral-aligned targets in addition to Evil ones.

Speak No Evil: Whenever a Grey Guardsman speaks in the presence of an evil creature, the evil creature will not understand any of the words spoken, but instead will hear a ghastly, hollow intonation that chills to the bone.

Butcher the Unworthy: A roll of a natural 1 will not automatically cause a Grey Guardsman to miss, if adding his attack modifier results in a high enough value to hit his target's armour class. In addition, Grey Guardsmen gain the effects of the ability Supreme Cleave when fighting opponents who are hit on natural 1 scores on a twenty sided dice.

See No Evil: Grey Guardsmen see all evil creatures as red-coloured demonic figures, which provoke hatred from members of the Grey Guard. This makes it impossible for an Evil creature to Hide from a Grey Guardsman in plain sight.

Bleed the Fallen: Whenever an attack from a Grey Guardsman drops the enemy, the Grey Guardsman gains HP equal to the damage dealt by the attack.

Suffer no Evil: Whenever a Grey Guardsman detects an evil creature, he automatically enters a Rage which persists until the creature is no longer present.

Woe to the Wicked: The Grey Guardsman learns a martial maneuvre named 'Woe to the Wicked', unique to the Grey Guard. It can be used once per encounter, and refreshed as a full-round action. It is a Strike. It deals normal damage to an opponent, and can not be modified by Power Attack or other similar effects. If the strike deals damage when it connects, at the end of every subsequent round, apply the damage to the enemy again. This will continue taking effect until the Grey Guardsman or the target is killed.

Touch no Evil: The Grey Guardsman may make a touch attack against Evil targets. If this attack succeeds, the victim must pass a DC10 + Grey Guardsman level + Charisma modifier save, or be slain instantly. If the target is immune to death effects, it instead takes 10d6 points of damage.

Criticisms? Bear in mind this an antagonistic group in a high-powered evil campaign.

2007-06-14, 06:27 PM
(quote from random commen knolage) "if there is no evil to contrast it, than what is good?"

Gwyn chan 'r Gwyll
2007-06-14, 06:32 PM
It's good, though i think that Woe to the Wicked is a touch overpowered. change it to 1 or twice per day, and it will be a bit better.

2007-06-16, 05:41 AM
Oh crap, I'm playing in this guy's campaign and we have to fight these people... AND we're evil...

2007-06-21, 01:34 PM
Interesting back story, not my sort of thing, but interesting.

8 x 16 doesn't equal 192, so I think the Hit Points are a bit off.

I think Taerlin's Skills and feats are a bit off. With 28 Hit Dice he should have 10 (28/3 +1), but you've only given him the ones due to his Outsider Hit Dice (12/3 +1). I could be mistaken, but I think this is an error.

Skills are a bit odd:

Should be [15 x (8 + 5)] 195 + [16 x (X + 5)] 16X + 80, where X is the number of Skill Points Grey Guard get.

Concentration +19 = 11(19)
Knowledge (Religion) +19 = 14(19)
Knowledge (Arcana) +19 = 14(19)
Knowledge (Local) +19 = 14(19)
Intimidate +22 = 14(22)
Escape Artist +19 = 15(19)
Hide +19 15(19)
Jump +20 should be 6(14) [+4 from MS]
Listen +23 = 24(23)
Sneak +23 = 19(23)
Sense Motive +19 = 18(19)
Spot +23 = 24(23)

I'd say you have a ton of Skill Points left to assign.

Oh yeah, and how come Six Attacks on a Full Attack?

2007-06-21, 02:37 PM
The skills were taken from the Astral Deva entry in the Monster Manual, with a few switches. (e.g. Intimidate for Diplomacy, IIRC).

As for the HP, I'm not sure what's gone wrong, likely I've listed something incorrectly. My apologies, whatever's wrong.

2007-06-21, 02:44 PM
Right, but what you haven't done is taken into account your Attribute changes and the Skill increases from sixteen levels of Paladin/Greyguard.

Astral Devas have 18 in Wisdom (maybe it's a typo on your part, but your guy has an 8), for instance.

It's no problem, no need for apologies. Statting out a beastie with 28 Hit Dice is bound to turn up a few errors.

[Edit] Actually, looking at the Astral Deva, it appears to have a couple of Skills listed incorrectly. I cannot see where the Spot 15(23), Listen 15(23) or Diplomacy 15(22) are coming from. All three are two points higher than they ought to be.