Grey Guard build [Archive] - Wizards Community

Post/Author/DateTimePost
fghj171983

03-07-07, 03:19 AM
A friend of mine in my play group is wanting to play a Grey Guard as his next character. Looking at the class I like the flavor of it alot and the abilities seem solid though not overpowered by any means. He is actually thinking of a build that forsakes spell casting (not sure how good paladin spells are myself but this may be a bad move) and takes advantage of the paladin cha abilities and feats. Was wanting feedback from you all to try and see what what can be done to improve it. BTW this may end up being his Greyhawk Ruins character if that affects anything.

Human

Str 16
Dex 12
Con 14
Int 8
Wis 8
Cha 15

1: Paladin - P. Att., Shield Specialization (heavy)
2: Paladin
3: Paladin - Shield Ward
4: Paladin - pump cha
5: Paladin
6: Grey Guard - Divine Might
7: Grey Guard
8: Grey Guard - pump cha
9: Grey Guard - Divine Shield
10: Grey Guard
11: Grey Guard
12: Grey Guard - Close Quarters Fighting, pump cha
13: Grey Guard
14: Grey Guard
15: Grey Guard - feat?

Any thoughts or suggestions welcome.
Timlagor

03-07-07, 01:12 PM
I'm not convinced that Shield Spec is worth it.

be aware that CQF only works on things that you threaten when they try to grab you (ie it's better with reach).

Paladin spells are good; I'm not sure how well you can live without them. I'd be inclined to drop Strength by 2 for them though.

Does Grey Guard advance the Mount? If so, he should seriously consider taking the mounted combat route.
Mommy was an Orc

03-07-07, 02:09 PM
I'm not convinced that Shield Spec is worth it..

Shield Spec + Shield Ward + Divine Shield is a pretty potent combo - you can easily get +13 or so to your Touch AC and defensive checks via that route. I don't think the Mount is worth very much at higher levels(GG does not advance it)

I'd look at either of these three builds:
Paladin 4/Favored Soul of Mayaheine 1/Grey Guard 9/Exotic Weapon Master 1

Fighter 2/Paladin 4/Exotic Weapon Master 1/Divine Crusader of Mayaheine or Tsolondril 2/Grey Guard 6

Fighter 1/Paladin 4/Pious Templar 4/Grey Guard 6

The first build gets into Grey Guard significantly faster, but ultimately, you're not really a true spellcaster(5th level Favored Soul). The 2nd one delays spellcasting for a while, but is ultimately casting domain spells of 4th level. The last one wants a decent wisdom, but it gets you all kinds of interesting specials.
Jay_Ibero_911

03-07-07, 02:21 PM
Here's another route if you really want straight paladin+gray guard:

Race:Human
Alignment:Lawful Good

STR-14 (6)
DEX-10 (2)
CON-14 (6)
INT-10 (2)
WIS-14 (6)
CHA-14 (6)

Lv1(Paladin)Combat Focus, Blind-Fight
Lv2(Paladin)
Lv3(Paladin)Power Attack
Lv4(Paladin)+1 STR
Lv5(Paladin)
Lv6(Gray Guard)Any divine feat...
Lv7(Gray Guard)
Lv8(Gray Guard)+1 STR
Lv9(Gray Guard)Combat Vigor
Lv10(Gray Guard)
Lv11(Gray Guard)
Lv12(Gray Guard)Combat Awareness, +1 STR
Lv13(Gray Guard)
Lv14(Gray Guard)
Lv15(Gray Guard)Feat


Basically you learn the bad guy's HP with combat awareness, then use devastating touch for 1 more than they have HP. Of course, you usually have to soften them up a little before you finish them like that, but it's nice getting to know how much you have to do and being able to do exactly that much...
Evanta

03-08-07, 09:42 AM
Here's another route if you really want straight paladin+gray guard:

Lv1(Paladin)Combat Focus, Blind-Fight
Lv2(Paladin)
Lv3(Paladin)Power Attack
Lv4(Paladin)+1 STR
Lv5(Paladin)
Lv6(Gray Guard)Any divine feat...
Lv7(Gray Guard)
Lv8(Gray Guard)+1 STR
Lv9(Gray Guard)Combat Vigor
Lv10(Gray Guard)
Lv11(Gray Guard)
Lv12(Gray Guard)Combat Awareness, +1 STR
Lv13(Gray Guard)
Lv14(Gray Guard)
Lv15(Gray Guard)Feat


That's a nice build, seems to have quite a bit of synergy. I wonder if it's possible to dip a level into Pious Templar and grab mettle, as well as assign all your spell levels to the Pious Templar progression to get faster access to nice pally spells.
Seani

09-02-07, 05:02 AM
I would deffinately reccomend that you keep your int at at least 10 for the skill points. Higher if your not human. The class skills and the bonuses that the Gray Guard gets from these skills makes this class stand out. In the Complete Champion it shows ideas for non spell casting paladins, and basically the concept is forsaking spell casting for extra feats. However there are a couple of useful paladin spells that work well with the Gray Guard class. Undectable Alignment being one of them. Divine feats are nice, but being a Gray Guard will limit your turn undead uses, so you might want to invest in extra turning at some point if you are going to forsake spells. Iron Will is also a must to compensate for your low will saves with an 8 wisdom. Im not sure what your campaign allows for initial base stats but I would build my Gray Guard is such:

Name: Seani
Race: Human
Alignment: Lawful Good

STR-14
DEX-10
CON-14
INT-10
WIS-14
CHA-14

Lv1(Paladin)Shield Specialization (heavy), Iron Will
Lv2(Paladin)
Lv3(Paladin)Diehard
Lv4(Paladin)+1 CHA
Lv5(Paladin)
Lv6(Gray Guard)Sacred Healing
Lv7(Gray Guard)
Lv8(Gray Guard)+1 CON
Lv9(Gray Guard)Shield Ward
Lv10(Gray Guard)
Lv11(Gray Guard)
Lv12(Gray Guard)Sacred Purification, +1 STR
Lv13(Gray Guard)
Lv14(Gray Guard)
Lv15(Gray Guard)Weapon Focus (Longsword)
Lv16(Paladin)+1 CHA
Lv17(Paladin)
Lv18(Paladin)Sacred Radiance
Lv19(Paladin)
Lv20(Paladin)+1 CHA

Skill Tricks: Social Recovery, Never Outnumbered, Second Impression

Skill Notes: Eventually Unbound Justice will give me a +5 bonus on Intimidate, Bluff, and Disguise skills. This will stack with my charisma bonus (+3) (more with CHA gear). Therefore meeting the requirements for these skill tricks should not be too difficult. But in order to insure that my character is competent in these skill with 2 skill points per level I will invest points in only these categories of skills: Bluff, Concentration, Diplomacy, Disguise, Intimidate, Sense Motive, Knowledge (Religion), Ride, Handle Animal, Gather Information. Each skill trick requires 2 skill points to perform, coming to a total of 6 skill points. So I will distribute my skill points accordingly.

Skills:

Lv1(Paladin) Concentration 4, Sense Motive 4, Knowledge (religion) 4
Lv2(Paladin) Knowledge (religion) 1, Ride 1, Diplomacy 1
Lv3(Paladin) Knowledge (religion) 2, Diplomacy 1
Lv4(Paladin) Concentration 1, Ride 1, Diplomacy 1
Lv5(Paladin) Knowledge (religion) 1, Handle Animal 1, Diplomacy 1
Lv6(Gray Guard) Intimidate 1, Bluff 1, Disguise 1
Lv7(Gray Guard) Diplomacy 1, Gather Information 1, Handle Animal 1
Lv8(Gray Guard) Gather Information 1, Concentration 1, Diplomacy 1
Lv9(Gray Guard) Gather Information 1, Intimidate 1, Handle Animal 1
Lv10(Gray Guard) Diplomacy 1, Concentration 1, Intimidate 1
Lv11(Gray Guard) Intimidate 1, Concentration 1, Ride 1
Lv12(Gray Guard) Intimidate 1, Gather Information 1, Disguise 1
Lv13(Gray Guard) Social Recover, Gather Information 1
Lv14(Gray Guard) Second Impression, Intimidate 1
Lv15(Gray Guard) Never Outnumbered, Bluff 1
Lv16(Paladin) Concentration 1, Diplomacy 1, Ride 1
Lv17(Paladin) Concentration 1, Diplomacy 1, Sense Motive 1
Lv18(Paladin) Concentration 1, Diplomacy 1, Handle Animal 1
Lv19(Paladin) Concentration 1, Diplomacy 1, Knowledge (religion) 1
Lv20(Paladin) Concentration 1, Diplomacy 1, Ride 1

If you have any question about this character or the Gray Guard class in general please reply or message me.
jstorrie

09-03-07, 08:45 PM
There are, as far as I know, no Skill Tricks in LG.
Jay_Ibero_911

09-03-07, 10:13 PM
I would deffinately reccomend that you keep your int at at least 10 for the skill points. Higher if your not human. The class skills and the bonuses that the Gray Guard gets from these skills makes this class stand out. In the Complete Champion it shows ideas for non spell casting paladins, and basically the concept is forsaking spell casting for extra feats. However there are a couple of useful paladin spells that work well with the Gray Guard class. Undectable Alignment being one of them. Divine feats are nice, but being a Gray Guard will limit your turn undead uses, so you might want to invest in extra turning at some point if you are going to forsake spells. Iron Will is also a must to compensate for your low will saves with an 8 wisdom. Im not sure what your campaign allows for initial base stats but I would build my Gray Guard is such:

Name: Seani
Race: Human
Alignment: Lawful Good

STR-14
DEX-10
CON-14
INT-10
WIS-14
CHA-14

Lv1(Paladin)Shield Specialization (heavy), Iron Will
Lv2(Paladin)
Lv3(Paladin)Diehard
Lv4(Paladin)+1 CHA
Lv5(Paladin)
Lv6(Gray Guard)Sacred Healing
Lv7(Gray Guard)
Lv8(Gray Guard)+1 CON
Lv9(Gray Guard)Shield Ward
Lv10(Gray Guard)
Lv11(Gray Guard)
Lv12(Gray Guard)Sacred Purification, +1 STR
Lv13(Gray Guard)
Lv14(Gray Guard)
Lv15(Gray Guard)Weapon Focus (Longsword)
Lv16(Paladin)+1 CHA
Lv17(Paladin)
Lv18(Paladin)Sacred Radiance
Lv19(Paladin)
Lv20(Paladin)+1 CHA

Skill Tricks: Social Recovery, Never Outnumbered, Second Impression

Skill Notes: Eventually Unbound Justice will give me a +5 bonus on Intimidate, Bluff, and Disguise skills. This will stack with my charisma bonus (+3) (more with CHA gear). Therefore meeting the requirements for these skill tricks should not be too difficult. But in order to insure that my character is competent in these skill with 2 skill points per level I will invest points in only these categories of skills: Bluff, Concentration, Diplomacy, Disguise, Intimidate, Sense Motive, Knowledge (Religion), Ride, Handle Animal, Gather Information. Each skill trick requires 2 skill points to perform, coming to a total of 6 skill points. So I will distribute my skill points accordingly.

Skills:

Lv1(Paladin) Concentration 4, Sense Motive 4, Knowledge (religion) 4
Lv2(Paladin) Knowledge (religion) 1, Ride 1, Diplomacy 1
Lv3(Paladin) Knowledge (religion) 2, Diplomacy 1
Lv4(Paladin) Concentration 1, Ride 1, Diplomacy 1
Lv5(Paladin) Knowledge (religion) 1, Handle Animal 1, Diplomacy 1
Lv6(Gray Guard) Intimidate 1, Bluff 1, Disguise 1
Lv7(Gray Guard) Diplomacy 1, Gather Information 1, Handle Animal 1
Lv8(Gray Guard) Gather Information 1, Concentration 1, Diplomacy 1
Lv9(Gray Guard) Gather Information 1, Intimidate 1, Handle Animal 1
Lv10(Gray Guard) Diplomacy 1, Concentration 1, Intimidate 1
Lv11(Gray Guard) Intimidate 1, Concentration 1, Ride 1
Lv12(Gray Guard) Intimidate 1, Gather Information 1, Disguise 1
Lv13(Gray Guard) Social Recover, Gather Information 1
Lv14(Gray Guard) Second Impression, Intimidate 1
Lv15(Gray Guard) Never Outnumbered, Bluff 1
Lv16(Paladin) Concentration 1, Diplomacy 1, Ride 1
Lv17(Paladin) Concentration 1, Diplomacy 1, Sense Motive 1
Lv18(Paladin) Concentration 1, Diplomacy 1, Handle Animal 1
Lv19(Paladin) Concentration 1, Diplomacy 1, Knowledge (religion) 1
Lv20(Paladin) Concentration 1, Diplomacy 1, Ride 1

If you have any question about this character or the Gray Guard class in general please reply or message me.

1)Endurance is a pre-req for Diehard you lack.
2)Skill tricks are not open.
3)Sacred Healing from PHBII is not open and Sacred Purification is closed.
KarmaInferno

09-04-07, 02:29 PM
There are, as far as I know, no Skill Tricks in LG.

I've seen a couple on ARs recently. So they are out there.

But they're not Open access, no.


-karma
UMiskatonic

09-06-07, 12:02 PM
Having played a paladin into retirement, I have to recommend starting with a level or two of fighter. Well-chosen feats are REALLY nice to have, and paladins are starved for them.