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Deviant Feats

Source Dark Archive pg. 98
Though Golarion contains classically trained spellcasters, descendants of magical creatures, and entire species who can invoke ancestral patrons for supernatural aid, there are always some who gain unique and unstable powers in strange or unorthodox ways. GMs can use the rules here to grant these so-called deviant abilities to their players and incorporate them into their games. A deviant ability can be the result of exposure to exotic energies, a boon from a powerful entity, cutting-edge scientific experimentation, or any other process that makes sense for your story.

Click here for the full rules on Deviant Feats.

Universal Feats

These feats are useful for any deviant ability user. If you're using the background approach, you can select these feats regardless of your classification.

Awakened Power Feat 4

This Feat may contain spoilers from the Gatewalkers Adventure Path

Legacy Content

Rare Deviant 
Source Gatewalkers Player's Guide pg. 9, Dark Archive pg. 100


Your power spontaneously evolves or reconfigures itself. You gain one awakening benefit for a deviant feat of 4th level or lower.

Special You can take this feat multiple times. Each time you do, choose a different deviant feat of 4th level or lower, and gain one of its awakening benefits.

Greater Awakened Power Feat 10

This Feat may contain spoilers from the Gatewalkers Adventure Path

Legacy Content

Rare Deviant 
Source Gatewalkers Player's Guide pg. 9, Dark Archive pg. 100


Your power undergoes yet another awakening. You gain one awakening benefit for a deviant feat of 10th level or lower.

Special You can take this feat multiple times. Each time you do, choose a different deviant feat of 10th level or lower, and gain one of its awakening benefits.

PFS StandardDragon

Source Dark Archive pg. 100
Deviant abilities often trace their origin to massive concentrations of energy, such as being at ground zero of a detonating magical artifact. These energies can linger within an individual to grant them deviations falling under the dragon classification—gouts of flame, electrical breath, and the like—projecting and absorbing it to great effect.

When you gain a dragon-type deviation, choose a type of damage, from cold, electricity, fire, or sonic. All abilities you gain from this deviation deal this type of damage and add the corresponding trait to the ability. You also use this damage type for the damage and weakness from your backlash.

Related Feats

Blasting Beams (2), Blasting Beams (2), Consume Energy (2), Consume Energy (2), Storming Breath (6), Storming Breath (6), Propulsive Leap (10), Propulsive Leap (10)

Backlash: Energetic Meltdown

As you channel energy through your deviant abilities, some of it turns back on you, spiking your body temperature or dancing across your skin.

Mild Backlash You take damage equal to your level as energy scours your body.
Moderate Backlash Energy wracks your body. After taking the damage, you gain weakness to the energy type of your backlash until your next daily preparations. The weakness is equal to one-third of your level. You also lose immunity to the energy type if you had it, until your next daily preparations.
Severe Backlash Whatever furnace or well within you that provides the energy for your deviation overloads completely, cascading out of you in an uncontrolled burst. You deal 1d6 damage per level to all creatures in a 30-foot emanation with a basic Fortitude save. You automatically take full damage without attempting a save.

PFS StandardTroll

Source Dark Archive pg. 101
Especially common when a deviant ability is born of scientific experimentation, the troll classification connotes improved physical abilities. While often thought of as biological mutation, clockwork implants and personal magical enhancements are equally likely mechanisms.

Related Feats

Bone Spikes (2), Bone Spikes (2), Titan Swing (2), Titan Swing (2), High-Speed Regeneration (6), High-Speed Regeneration (6), Tectonic Stomp (10), Tectonic Stomp (10)

Backlash: Strained Metabolism

Your body's overclocked physiology requires larger-than- usual amounts of nourishment, leaving you weakened when it kicks in mid-combat.

Mild Backlash Your metabolism immediately burns through your body's energy stores, making you enfeebled 1 and clumsy 1 until you take a bite of food (which usually requires 2 Interact actions: one to retrieve the food and another to consume it).
Moderate Backlash Ravenous hunger wracks your body. You are enfeebled 1, clumsy 1, and fatigued until you can eat a full meal, which requires at least 10 minutes.
Severe Backlash The strain on your body is truly incapacitating. You become sickened 2 as nausea wracks you, and you are also enfeebled 1 and clumsy 1 until you can eat a full meal (which requires you to no longer be sickened). You are fatigued until you can get a full night's rest.

PFS StandardWraith

Source Dark Archive pg. 102
Wraith-type deviations often result from contact with otherworldly presences or artifacts, comprising a strange assortment of abilities that involve realms beyond our own.

Related Feats

Eerie Flicker (2), Eerie Flicker (2), Ghostly Grasp (Deviant) (2), Ghostly Grasp (Deviant) (2), Enervating Wail (6), Enervating Wail (6), Distant Wandering (10), Distant Wandering (10)

Backlash: Encroaching Presence

Seeing and touching the beyond leaves you open to its alien influence, warping your perceptions and thoughts.

Mild Backlash Something inexplicable touches your mind, leaving you with lingering horror. You become frightened 3.
Moderate Backlash Disorienting visions and figments cover your vision, as if you're seeing through another set of alien senses. For 10 minutes, all creatures become concealed to you as they are covered in visual distortions only you can see.
Severe Backlash Your life force is siphoned away as the presence tugs your soul to wherever it resides. You become doomed 1 and drained 2 until your next daily preparations.

PFS LimitedBlight Soul

Source Pathfinder #202: Severed at the Root pg. 74
Whether through planar exploration or unintended catastrophe, you’ve come into close contact with Ayrzul’s Blight and have been forever changed. As the Blight is a realm of invasive rot, pernicious decay, and deadly radiation, so too are you capable of wielding the powers of decay.

Related Feats

Release Spores (2), Rotten Slurry (2), Irradiate (6), Unleash the Blight (10)

Backlash: Fungal Rot

As you use your powers, radioactive molds and fungi consume your flesh, making you look (and feel) like a rotting, walking corpse.

Mild Backlash You take damage equal to your level as your body decays.
Moderate Backlash You take damage equal to your level and become sickened 2.
Severe Backlash You take damage equal to twice your level and become sickened 4. You can’t reduce the value of your sickened condition below 1 for 1 hour.

PFS LimitedVerdant Core

Source Pathfinder #202: Severed at the Root pg. 75
The Verdant Core deviation represents an abundance of vitality and plant life, likely caused by being implanted with supernatural seeds, contact with the Plane of Wood or the First World, or powerful primal rituals. Regardless of the source, you’re a walking garden with grass, flowers, and other small plants sprouting from your flesh. You have powers over plants, wood, and growth.

Related Feats

Sprout Fruit (2), Vine Lash (2), Defensive Growth (6), Disperse into Petals (10)

Backlash: Life-Draining

The flourishing plant life that covers your body is a part of you, but it draws nutrients from your blood, making you weaker the more the flowers grow. As the plants grow, you need to spend more and more time recuperating. Recuperating in the sunshine lowers this duration, as it feeds the flowers, speeding your recovery.

Mild Backlash You become drained 1 as the plants feed off your life force. This condition lasts until you spend 3 consecutive actions to rest and do nothing.
Moderate Backlash You become drained 2 and fatigued until you spend 20 minutes recuperating by resting and doing nothing. If you spend this time basking in sunshine, it instead takes 10 minutes.
Severe Backlash You become drained 3 until you spend 2 hours napping. While napping, you’re unconscious and can’t take actions or engage in exploration activities, but a creature can wake you with a single action with the manipulate trait. If you spend this time napping in natural sunlight, it instead takes 1 hour. You’re fatigued until you can get a full night’s rest.

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.

Related Feats

Overclock Senses (2), Sonic Dash (2), Unstable Gearshift (6), Lightspeed Assault (10)

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.

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.

Related Feats

Borrowed Ability (2), Draining Touch (2), Kinetic Dampening (6), Feed the Void (10)

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.