Gray Gardener

All archetypes

  • Uncommon

The Gray Gardeners are the remorseless executioners of Galt. Prior to the events of the adventure, the Gray Gardeners are at best sinister (when not actively pursuing evil) as a malevolent monster controls their organization. After the events of Night of the Gray Death, the organization is broken—leadership is in disarray while the rank-and-file members labor to enforce laws and recapture escaped criminals. The Gray Gardeners still command the respect of Galt's people, however, as their brutal reputation is indelibly etched in the public consciousness over the last fifty years.

The following is suitable for heroes to take after the events of Night of the Gray Death. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice.

Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the vigilante archetype

Vigilante Archetype

The Gray Gardener is accessed using the Vigilante Dedication feat, along with membership in the Gray Gardeners.

Executioner Weapon Training Feat 4

  • archetype

Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: Battle Axe, Falchion, Greataxe, and Scimitar.

Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons.


Source: Pathfinder Adventure: Night of the Gray Death

Harsh Judgement Feat 4

  • archetype
  • vigilante

Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to Perception checks to Seek your condemned foe and on Intimidation checks to Demoralize them. You have a -1 circumstance penalty to Perception checks to Seek creatures other than your condemned foe and on Intimidation checks to Demoralize anyone other than your condemned foe.

You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter.


Source: Pathfinder Adventure: Night of the Gray Death

Voice Of Authority Feat 4

  • archetype
  • auditory
  • vigilante

You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter.

Your voice be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate Silence or similar effect. If you roll Intimidation for initiative, on the first round of combat, creatures that haven't acted yet are Off Guard to you.


Source: Pathfinder Adventure: Night of the Gray Death

Discerning Gaze Feat 6

  • archetype

You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret Perception checks to Sense Motive.

If you use Sense Motive on a creature you have currently condemned with Harsh Judgment, your GM rolls the Perception check twice and takes the higher result (this is a fortune effect).


Source: Pathfinder Adventure: Night of the Gray Death

Frightful Condemnation Feat 6

  • archetype
  • emotion
  • fear
  • mental
  • vigilante

Trigger You hit your condemned foe with a melee Strike in the same turn during which you condemned it with Harsh Judgment.

Requirements You have condemned a foe to death with Harsh Judgment.


Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. Your condemned foe is Frightened 1, or Frightened 2 if the triggering Strike was a critical hit.

Source: Pathfinder Adventure: Night of the Gray Death

Accurate Swing Feat 8

  • archetype
  • vigilante

You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you Strike a creature you condemned with Harsh Judgment that has the frightened condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the Strike's damage equal to the number of weapon damage dice your weapon deals.


Source: Pathfinder Adventure: Night of the Gray Death

Gardener's Resolve Feat 8

  • archetype
  • vigilante

Frequency once per day

Trigger You roll a failure (but not a critical failure) on a Will save against a fear effect.


The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success.

Source: Pathfinder Adventure: Night of the Gray Death

Reminder Of The Greater Fear Feat 8

  • archetype
  • vigilante

Frequency once per 10 minutes

Trigger Another creature within 30 feet of you that can see you would gain the Frightened condition.


You give a target a stern glower to remind them that it is you, and no one else, they should truly fear. Reduce the value of the frightened condition the creature would take by 1.

Source: Pathfinder Adventure: Night of the Gray Death

Strident Command Feat 10

  • archetype
  • vigilante

The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast Command once every 10 minutes as a 1st-rank occult innate spell.

If you're in your vigilante identity, you can command the target only to approach you, drop prone, or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding.


Source: Pathfinder Adventure: Night of the Gray Death

Execution Feat 14

  • archetype
  • vigilante

Requirements You have condemned a foe with Harsh Judgment.


You swing wide, attempting to behead your condemned foe. Make a melee Strike against your condemned foe. If you hit, your condemned foe takes 8d6 extra precision damage with a Basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day.

Source: Pathfinder Adventure: Night of the Gray Death

Terrifying Countenance Feat 18

  • archetype
  • vigilante

You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast Mask Of Terror as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends.


Source: Pathfinder Adventure: Night of the Gray Death

Gray Gardener Feats