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Leech

Source Gatewalkers Player's Guide (Remastered) pg. 11
While deviations are often thought of as a gained ability—increased muscle mass, a well of unstable power, new senses—it’s just as common that the events that cause a deviation result in loss. With a fundamental part of the subject’s self stripped away, an absence remains. Though generally fatal, these events can rarely result in leech-type classifications, characterized by abilities that draw in energy and matter in a futile attempt to fill the void within.

Borrowed Ability [one-action] Feat 2

This Feat may contain spoilers from the Gatewalkers Adventure Path

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


Your touch opens a conduit into the mind of your target, the emptiness within you pulling skills and memories through. You touch an adjacent creature and choose any skill you believe they are trained or better in. If you choose a skill that they are trained or better in, you borrow their proficiency in that skill, becoming trained in that skill for 1 minute. If they are not trained in the skill you choose, the GM chooses the next most applicable skill (for instance, choosing Acrobatics instead of Athletics). At 12th level, you can become an expert in the skill if the target is as well.

If the target of Borrowed Ability is unwilling, the effects depend on the target’s Will save.

Critical Success The target resists your touch completely.
Success Your borrowing is unstable. At the beginning of each of your turns, you must either relinquish your hold on the borrowed skill (as a free action), or attempt another backlash check for your deviation; the ability ends if you fail.
Failure Borrowed Ability lasts for its full duration.

Awakening You gain some of the target’s defensive abilities. When you use Borrowed Ability, you also gain a +1 circumstance bonus to one of your saving throws for the duration, matching the target’s highest saving throw. You can choose to apply a –1 circumstance penalty to the target’s saving throw when you do so.
Awakening Your touch establishes a lingering link through which you can sense what your target does. When you use Borrowed Ability, you gain any special senses—such as darkvision, scent, or tremorsense—that the target possesses. If the target does not have a sense that you normally have (for instance, an ooze that has no vision), you lose those senses as well. Your senses remain altered for the duration of Borrowed Ability.

Draining Touch [one-action] Feat 2

This Feat may contain spoilers from the Gatewalkers Adventure Path

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


You reach out your arm, grasping hungrily for a source of energy. Attempt a melee Strike. If you succeed, you deal 1d8 cold damage for every 2 levels you have to the target, or double damage on a critical success.

Awakening You drain enough energy from a creature to leave it with lingering aftereffects. Your Draining Touch also leaves a creature clumsy 1, or clumsy 2 if your attack was a critical success.
Awakening You can pull away not just physical energy, but a creature’s spirit as well. Your Draining Touch can deal your choice of cold, spirit, or void damage, changing the cold trait to spirit or void as appropriate.

Kinetic Dampening [one-action] Feat 6

This Feat may contain spoilers from the Gatewalkers Adventure Path

Rare Deviant Magical 
Source Gatewalkers Player's Guide (Remastered) pg. 12


You feed off energy in your immediate surroundings, allowing you to dampen the force imparted by incoming blows. Until the beginning of your next turn, you gain resistance 5 to physical damage. At 10th level, and every 4 levels thereafter, the resistance increases by 5. Any blows that strike you during this time make no sound as their energy is drained.

Awakening You can extend your dampening field around you to create a safe haven for your allies. If you spend an additional action when using Kinetic Dampening, your field extends in a 15-foot emanation around you. You can choose which creatures within the emanation are affected.
Awakening You dampen a greater variety of wavelengths. When you use this feat, you also gain resistance to your choice of fire, electricity, or sonic damage.

Feed the Void [two-actions] Feat 10

This Feat may contain spoilers from the Gatewalkers Adventure Path

Rare Deviant Extradimensional Magical Mental Spirit 
Source Gatewalkers Player's Guide (Remastered) pg. 12


The void within you manages to manifest itself temporarily, a black hole opening over your heart and threatening to draw everything in. A 60-foot cone becomes filled with screaming winds that rush in toward you. All creatures in the cone must attempt a Fortitude saving throw.

Critical Success The creature is unaffected.
Success The creature is pulled 10 feet toward you.
Failure The creature is pulled 20 feet toward you.
Critical Failure The creature is pulled 30 feet toward you.

Creatures that would be pulled into your square contact the void, which deals 5d6 spirit damage with no saving throw, and are then spat back out in a square adjacent to you of your choice. At 12th level, and every 2 levels thereafter, the damage increases by 1d6.

Awakening The void feeds upon the creature’s spirit, transferring you some of their vitality. If one or more creatures are pulled into the void, you gain temporary Hit Points equal to the level of the highest-level creature pulled in. These temporary Hit Points last for 10 minutes.
Awakening The void’s suction draws in heat and light as well. The first 30 feet of the cone becomes covered in ice as temperatures drop, making the area difficult terrain, and is also plunged into darkness, with the effects of darkness heightened to half your level. Both effects last until the beginning of your next turn.

Backlash: All-Consuming Hunger

The emptiness within you is a hunger that pushes at your mind to fill it, causing you to fixate powerfully on a potential source of energy near you.

Mild Backlash You glimpse the thrum of energy—the heat of a body, the flickering of synapses, the light of a soul— in a beautiful, captivating dance. You become fascinated with one creature you just affected with your deviant ability; if multiple creatures would qualify, the GM chooses. This fascination lasts for 1 minute or until the target uses a hostile action against you or your allies, as normal.
Moderate Backlash Your fascination with the target causes you to forget your allies. As mild backlash, but you don’t treat anyone as your ally (though they might still treat you as theirs), meaning that the fascination ends only if your target uses a hostile action against you.
Severe Backlash Your mind is filled with the single, all-consuming desire to feed upon the target. You become confused, except that your target is always the creature affected by your deviant ability, as long as you can perceive them.