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Flicker

Source Gatewalkers Player's Guide (Remastered) pg. 10
Whether due to an artificially accelerated metabolism or the lingering effects of temporal phenomena, the end result of the flicker classification is largely the same—abilities that result in the perception of higher- than-average speed, kinetic acuity, and reflexes.

Overclock Senses [free-action] Feat 2

This Feat may contain spoilers from the Gatewalkers Adventure Path

Rare Deviant Magical 
Source Gatewalkers Player's Guide (Remastered) pg. 10


Your senses speed up to the point that time seems to stand still, allowing you to catch details and incoming attacks. You Seek. After you Seek, you gain a +2 circumstance bonus to your AC against ranged attacks and to Reflex saving throws until the beginning of your next turn.

Awakening When you use Overclock Senses, you can focus even more on the present moment, allowing you more apparent time to observe and plot at the expense of defense. When you use Overclock Senses, you do so with the benefits of darkvision, or if you are at least 14th level, with the benefits of truesight. You can attempt a Recall Knowledge check as a free action after Seeking. Your senses spent, you then do not gain the normal bonuses to AC and Reflex saving throws.
Awakening You hone your senses even further, letting you react to attacks almost before they happen. While you have the bonuses from Overclock Senses, if you would be hit by a ranged attack, you can spend a reaction to have the attacker roll the attack again (this is a misfortune effect), and if you would fail a Reflex save, you can spend a reaction to roll the save again (this is a fortune effect). You must take the second result, even if it is worse.

Sonic Dash [one-action] Feat 2

This Feat may contain spoilers from the Gatewalkers Adventure Path

Rare Deviant Magical 
Source Gatewalkers Player's Guide (Remastered) pg. 10


You bounce up and down once, then sprint forward. You Stride twice in a straight line. You can use Sonic Dash while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Awakening Your Sonic Dash generates a sonic boom, dealing 1d4 sonic damage for every two levels you have to all creatures other than you in a 5-foot emanation at the point you end your Sonic Dash, with a basic Fortitude save. Creatures that fail are deafened for 1 round, or 1 minute on a critical failure.
Awakening Your speed generates a slipstream that allows you to reposition your allies. You can dash through a willing ally’s space during your Sonic Dash, causing them to be drawn by winds alongside you. You deposit them in any unoccupied space adjacent to you at the end of your Sonic Dash.

Unstable Gearshift [free-action] Feat 6

This Feat may contain spoilers from the Gatewalkers Adventure Path

Rare Deviant Magical 
Source Gatewalkers Player's Guide (Remastered) pg. 10


You shift your body into a higher gear, your speed compounding further and further. You gain a +10-foot status bonus to all your Speeds, which lasts until the end of your next turn. At any time during your next turn, you can use Unstable Gearshift again, increasing the status bonus by another 5 feet and prolonging the effect for another round. You can keep using Unstable Gearshift in this way until you can no longer use your deviant abilities.

Awakening When moving at high speed, your form blurs. You have concealment for the duration of any move action you take while you are affected by Unstable Gearshift.
Awakening Your high-speed form has become partially out of phase with reality. While you are affected by Unstable Gearshift, you are not affected by physical difficult terrain (such as rubble), you do not trigger traps that use weight or pressure plates as a trigger, and you can move through enemy spaces without making checks to Tumble Through, as you simply phase through them.

Lightspeed Assault [one-action] Feat 10

This Feat may contain spoilers from the Gatewalkers Adventure Path

Rare Deviant Magical 
Source Gatewalkers Player's Guide (Remastered) pg. 11


You zoom from enemy to enemy, striking each in an instant. Stride to an enemy and attempt a Strike against it. If successful, you can add another action to Lightspeed Assault. Stride again and attempt another Strike; if this second Strike is successful, you can spend another action to Stride again and attempt a third Strike. You can use Lightspeed Assault while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. You attempt a backlash check for your deviation only once, regardless of how many actions you end up spending on your Lightspeed Assault.

Awakening Your speed allows you to slip the bonds of space. Instead of Striding, you simply teleport to your desired destination. Lightspeed Assault gains the teleportation trait.
Awakening You move so quickly that you might as well be in multiple places at once. When you use Lightspeed Assault, you can decide to spend one, two, or three actions up front, selecting your targets ahead of time. You can flank with yourself for any of these Strikes, and if you deal damage to a target more than once, you can add all the damage together for the purpose of overcoming resistances, if it would be more beneficial to you.

Backlash: Desynchronized Motions

As your body speeds faster and faster, you risk falling out of sync with reality, as the world slows around you to the point that your interactions with it become strange and unpredictable.

Mild Backlash The friction of your motion through a slower world sets you alight. You take 2d4 persistent fire damage. At 5th level, and every 5 levels after, the persistent fire damage increases by 1d4. You take this persistent fire damage even if in a liquid environment, such as underwater, as your motion simply surrounds you in boiling water.
Moderate Backlash You fall out of phase with nearby matter, becoming trapped in the process. You take the mild backlash effects, catching on fire, and your legs also partially phase into the ground, making you immobilized. You can attempt to Escape against your deviation DC, or you can slowly extract yourself without attempting a check over the course of 1 minute.
Severe Backlash Your body accelerates to such a degree that your senses and impulses cannot keep up. You become trapped in your own mind for what seems like an eternity, taking 1d4 nonlethal mental damage for each level you have. When you return, you are stupefied 3 for 10 minutes, and then stupefied 1 until your next daily preparation. Your body ages one year during this time.