This is based on the 3.5 Grey Guard paladin prestige class. Grey Guards perform the dirty work of the religious organizations they serve and bring wrong doers to justice no matter what. They are sanctioned to use any means necessary in order to do so.
CORES:
- Core 1: Spirit of Duty
Melee Smite SLA: An enemy is affected by Smite Evil and Inflict Wounds. Cost: 4 Spell Points Cooldown: 6 seconds.
Passive: For each Core Ability in this tree you get +5% Healing Amplification, +1 Lay on Hands, +5 Positive and Negative Spell power.
Passive: Your Lay on Hands heals for an amount equal to your Religious Lore feats times your Charisma bonus plus your Epic Levels times your Charisma bonus.- Core 2: Spirit of Repose
Passive: Regain 1 use of Remove Disease every 3 minutes.- Core 3: Spirit of Justice
Upon Smiting: Your party gains a Divine bonus to Healing Amplification equal to your Religious Lore feats for 20 seconds.- Core 4: Spirit of Combat
Upon Smiting: Your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Religious Lore feats for 20 seconds.- Core 5: Spirit of Heroism
Upon Smiting: Your party gains a Divine bonus to PRR and MRR equal to twice your Religious Lore feats for 20 seconds.- Core 6: Spirit of the Fallen
Active: Spirit of the Fallen (SLA) - A Lay on Hands effect is applied to all allies within 30 meters. All enemies within 30 meters take Negative damage equal to the healing of your Lay on Hands. Cost: 100 Spell Points. Cooldown: 3 minutes.
Passive: Regain 1 use of Lay on Hands every 3 minutes.
Passive Multiselector: You gain +4 Charisma or Wisdom.
TIER 1:
- Divine Emissary (2): Passive Multiselector.
Justicar: Gain the Force of Personality feat and use your Charisma to determine your bonus spell points.
Ascetic: Your Wisdom determines the amount of healing of Lay on Hands, Smite Evil and saving throw bonus from Divine Grace.- Divine Learning (1): +30/+60/+100 maximum spell points. Rank 3: You gain the Magical Training feat
- Extra Lay on Hands (1): +1/2/3 Lay on Hands use per rest.
- Extra Remove Disease (1): You gain +2/4/6 Remove Disease uses per rest.
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TIER 2:
- Divine Marshal (2): Passive Multiselector.
Ascetic: The higher of Wisdom or Strength determines your hit with weapons and shields.
Justicar: The higher of Charisma or Strength determines your hit with weapons and shields.- Proclamation (2): Active Multiselector
SLA: A target is affected by Cure Moderate Wounds. Cost: 6 Spell points. Cooldown: 6 seconds.
Melee Smite (SLA): An enemy is affected by Smite Evil + 1W and Inflict Moderate Wounds. Cost: 6 Spell points. Cooldown: 6 seconds.
Passive: Gain Inflict Moderate Wounds as 1st level Paladin spell.- Aura of Menace (1)
Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2.- Debilitating Touch (2)
SLA: Expend a Remove Disease to cause your melee and shield attacks to sicken enemies for 30/60/120 seconds. Save DC: 10 + Character Level + higher of Charisma or Wisdom bonus.- (this space intentionally left blank)
TIER 3:
- Divine Evincar (2): Passive Multiselector.
Ascetic: The higher of Wisdom or Strength determines your damage with weapons and shields.
Justicar: The higher of Charisma or Strength determines your damage with weapons and shields.- Judgement (2): Active Multiselector
SLA: A target is affected by Cure Serious Wounds. Cost: 8 Spell points. Cooldown: 8 seconds.
Melee Smite (SLA): An enemy is affected by Smite Evil + 2W and Inflict Serious Wounds. Cost: 8 Spell points. Cooldown: 8 seconds.
Passive: Gain Inflict Serious Wounds as a 2nd level Paladin spell.- Unbound Justice (1)
Passive: Add your Religious Lore feats as an Insight bonus to Bluff, Diplomacy and Intimidate.- Dichotomy (1)
Passive: Add 10/20/30 to your Postitive and Negative Spell power- Stat (2)
Passive: +1 Charisma or Wisdom
TIER 4:
- Divine Champion (2): Channel Divinity Multiselector
Ascetic: You gain an Insight bonus to hit, damage, and the DC of tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds.
Ascetic Conviction: You gain a Sacred bonus to Negative and Positive Power equal to 5 + your Wisdom modifier for 30/60/120 seconds.
Justicar: You gain an Insight bonus to hit, damage, and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30/60/120 seconds.
Justicar Conviction: You gain a Sacred bonus to Negative and Positive Spell Power equal to 5 + your Charisma modifier for 30/60/120 seconds.- Ultimatum (2): Active Multiselector
SLA: A target is affected by Cure Critical Wounds. Cost: 12 Spell points. Cooldown: 12 seconds.
Melee Smite (SLA): An enemy is affected by Smite Evil + 3W and Inflict Critical Wounds. Cost: 12 Spell points. Cooldown: 12 seconds.
Passive: Gain Inflict Critical Wounds as a 3rd level Paladin spell.- Spiteful Countenance (2)
Passive: The target(s) of your melee attacks are shaken.
Passive: The target(s) of your smite attacks have a chance equal to your Religious Lore feats to be affected by Inflict Critical Wounds.- Painful Touch (1)
Passive: Your Debilitating Touch also causes your melee and shield attacks to decrease the attack and saving throws of enemies by 1. This stacks up to 5 times.- Stat (2)
Passive: +1 Charisma or Wisdom
Tier 5:
- Divine Enlightenment (2)
Passive: Your Final Edict SLA, Lay on Hands, and Spirit of the Fallen SLA are affected by the higher of your Positive or Negative Spell critical chance.- Final Edict (2)
Melee Smite: An enemy within melee range takes Negative damage equal to the healing of your Lay on Hands. Cost: 25 Spell Points. Cooldown: 30 seconds.- Sacrament of True Faith (2)
Passive: You can equip alignment based items without restriction, and do not suffer any negative effects from alignment based items.- Poison Touch (1)
Passive: Your Debilitating Touch also causes your melee and shield attacks to deal 2d6/4d6/6d6 poison damage to enemies. The poison damage scales with Negative Spell power.- Forceful Interrogation (1)
Passive: Painful Touch can stack up to 10 times.