General | General (No Skill) | All Feats
Aftermath | Deviant

All Skills | Acrobatics | Arcana | Athletics | Crafting | Deception | Diplomacy | Intimidation | Lore | Medicine | Nature | Occultism | Performance | Religion | Society | Stealth | Survival | Thievery


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.

Traits

Rare:

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Deviant:

This trait describes strange supernatural or paranormal abilities.

Magical:

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.