Gatewalkers Player's Guide
Gatewalkers Player's Guide
Player’s
Guide
By Patrick Renie
AUTHOR
Patrick Renie
EDITOR
Solomon St. John
INTERIOR ARTISTS
Rael Dionisio, Fabio Gorla, and
Ilina Naydenova
ART DIRECTION
Sonja Morris
GRAPHIC DESIGN
Gatewalkers
Emily Crowell
CREATIVE DIRECTOR
James Jacobs
PUBLISHER
Erik Mona Player’s Guide
How to Use This Guide 3
The Missing Moment 3
Lost Time 3
Gatewalkers 4
Dr. Ritalson’s Mission 4
Character Suggestions 4
Alignments 5
Ancestries 5
Classes 5
Languages 5
Skills and Feats 5
Backgrounds 5
Table: Suggested Character Options 4
Deviant Abilities 8
Paizo Inc.
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
[Link]
Using This Player’s Guide WHERE ON GOLARION?
The gate is open—step through it, if you dare. GatewalkersTHE CALL
begins FOR HEROESa small nation
in Sevenarches,
The Gatewalkers Adventure Path for Pathfinder Breachill’s
of verdant local government
forests and elven hasruins
a longin history of hiring
northeastern
Second Edition spins a tale of paranormal intrigue, adventurers
Avistan. The to gatewalkers’
tackle challenges its residents
employer, face is
Dr. Ritalson, that
supernatural mysteries, and bizarre phenomena. As fallbased
outside thenation
in the scope ofof Ustalav
the town to guard’s
the west. duties.
OwingThe
a player in this campaign, you’ll explore far-flung merchant whose expected
to the unpredictable natureshipment
of yourofwork,
goods it’shasn’t
highlyyet
places, investigate strange goings-on, and meet all arrived, the shepherd
likely your adventureswhosewill herd
spanofnotgoats
justmysteriously
the lands
manner of outlandish allies and enigmatic enemies. died in the night,
between the farmer
Sevenarches andwhose entire
Ustalav, butseason’s
a varietyharvest
of
This Player’s Guide is designed to help you create a was ruined
other or stolen—investigating
strange locales both near and and [Link] any of
fun and interesting character perfectly suited for the theseFormatters
more are considered
details good jobs for
on Sevenarches, adventurers,
Ustalav, and
Gatewalkers campaign. and
thesoother
Breachill’s
lands town councilsee
of Avistan, usestheitsPathfinder
resources Lostto hire
To play in the Gatewalkers Adventure Path, all you heroes
OmensasWorld
needed. These monthly meetings, known as
Guide.
need is the Pathfinder Core Rulebook and a character the Call for Heroes, are distinct from the council’s normal
sheet. With the permission of your Game Master regular governance meetings, a tactic that separates
(GM), you can also use other Pathfinder Second such matters from regular municipal business and shows
Edition books (or the SRD at [Link]/prd) to further the townspeople that• SEVENARCHES
the council takes seriously the
customize your character; while not required to enjoy issues that are often most important to them personally.
the story, Pathfinder Dark Archive is especially suited Age of Ashes begins with your PCs gathering to attend
to Gatewalker’s themes. this month’s Call for Heroes. You’ll need to decide if your
This Player’s Guide is organized into the following PCs know each other or are meeting for the first time—
sections: you’ll have a chance to introduce yourselves to the other
• The Missing Moment (page 3): This section PCs and to interact a bit with town locals before the Call
includes background information useful for for Heroes begins!
understanding the context of this Adventure Path,
including the dramatic paranormal phenomena
that set up the current status quo. It also provides lost homeland, a glorious treasure. The specifics varied
important details regarding the motivations of in each account, but in every case the witness saw
your character—a “gatewalker” who survived the whatever person, place, or thing they most desired.
Missing Moment and returned to find themself Few could resist the impulse to walk toward the light
imbued with supernatural powers. in the hopes of grasping the apparent object of their
• Character Suggestions (page 4): This section obsession. Many never returned. Those who did were
includes specific suggestions and advice for forever changed.
creating an enjoyable character whose talents The crisp summer evening on which this event
will fit in well with the themes of the Gatewalkers occurred became known as the night of the
Adventure Path. Missing Moment.
• New Backgrounds (page 5): Here you’ll find six
new character backgrounds designed specifically LOST TIME
for this campaign, each of which grants access to No one who walked through an aiudara during the
a specific deviant ability. Missing Moment remembers what happened next—
• Deviant Abilities (page 8): The abridged rules for their memories of whatever transpired on the other
deviant abilities in Pathfinder Dark Archive are side of the white gate were totally and irretrievably
reprinted here for your convenience. wiped. So far as they’re aware, one moment each
traveler was stepping into the door, and the next they
The Missing Moment were stepping back out, only to discover that they had,
Six months ago, a rash of strange paranormal in fact, been gone for minutes, hours, or in some cases
phenomena occurred around the world. Chief among even days.
the incidents reported were countless instances of In your case, as a player character? You were gone
aiudara—elven teleportation portals, also called elf for three months. Many others never returned at all.
gates—suddenly overflowing with tremendous white In time, the individuals who took this journey
light. As aiudara are often located in remote locations, would come to be called gatewalkers. Though some
witnesses were relatively rare. But those onlookers gatewalkers bore obvious signs of their travails on
who were nearby and who gazed into the light saw the other side of the aiudara—unfamiliar scars, for
something within the blinding portal: a loved one, a example, or a strange new hue to their hair—others
3
returned with practically nothing to show for their DR. RITALSON’S MISSION
trip, save for one: all returning gatewalkers now bare At the start of this campaign, you and your party
a similar brand somewhere on their flesh, most often members find yourselves in Sevenarches, a heavily
on the back of their neck. This brand, made of thick forested realm in the River Kingdoms of northeastern
lines set into the skin like a tattoo, seems to depict Avistan. Dr. Ritalson has led you here to pursue
a mountaintop archway limned with four stars. This his current best lead into the cause and meaning of
“sign of the gatewalker” quickly became an obvious the Missing Moment: a strange ailment called the
marker of those touched by the paranormal. obnubilate curse. This centuries-old affliction formerly
affected any elves who stepped foot in Sevenarches,
GATEWALKERS but on the night of the Missing Moment, all
Your character is a gatewalker, as are the other traces of the curse suddenly abated. Moreover,
members of your adventuring party. While your Sevenarches is the locale of the famed Seven
individual motivations for stepping through Arches—an array of aiudara which no doubt
an aiudara that fateful evening undoubtedly bear clues regarding the gatewalker mystery.
differ (as do the strange powers you each Dr. Ritalson believes that the obnubilate curse
manifested afterward), you’ve joined forces in and the Seven Arches hold the keys to better
light of your mutual experiences, particularly understanding the Missing Moment. With you
your unusually long absence. as his agents, your collective is well on its way
Your group has assembled under the toward uncovering the answers you all seek.
banner of one Dr. Etward Ritalson—a
peculiar Ustalavic researcher and Character
fellow gatewalker determined to Sign of the Gatewalker Suggestions
understand what exactly happened during The world-spanning nature of the Missing
the Missing Moment. His funding and leads are your best Moment means that virtually anyone could have
chance at not only recovering your lost memories, but stepped through an aiudara to become a gatewalker.
also of better understanding (and perhaps advancing) That said, certain types of characters may have an easier
your new deviant powers. Dr. Ritalson has explained time stepping into the role of paranormal investigator.
that his skills and interests are better suited toward the The following suggestions can help you make a
laboratory than the open road, so he’s gathered your character well suited for the Gatewalkers campaign.
group together to conduct field research in his stead. These suggestions are summarized on the table below.
4
ALIGNMENTS characters whose social wiles are their best
Characters of any non-evil alignment are suitable for asset, such as bards, sorcerers, and rogues.
this campaign. Characters interested in the pursuit of knowledge or
in advancing a particular field of study, like alchemists,
ANCESTRIES inventors, and wizards, are sure to make interesting
Those who experienced the Missing Moment and discoveries in the course of this campaign. Conversely,
became gatewalkers came from many different the party is sure to meet nefarious rivals and strange
ancestries, so any ancestry option permitted by your entities throughout their investigation, so clerics,
Game Master is suitable for this campaign. That champions, and other students of the divine are
said, characters of certain ancestries may have bound to be a great party asset.
more interesting experiences throughout the
Gatewalkers Adventure Path. LANGUAGES
Elves and half-elves have long been Common is widely understood throughout
banned from entering Sevenarches, so northern Avistan, but folks in the River
characters of either ancestry will need Kingdoms and elsewhere speak their own
to disguise themselves as long as native languages as well. Characters who
they’re in that nation. Due to the can exhibit fluency in local tongues
world‑spanning nature of the like Elven, Hallit, Skald, and Erutaki
Missing Moment, though, it’s might impress potential new friends.
unlikely the party will be From a professional standpoint,
in that River Kingdom paranormal investigators often
for too long; the trouble come across strange creatures
of disguising one’s elven of alien origin, so it’s useful
lineage is a temporary to know languages like Sylvan
one. As the original creators and Aklo.
of the aiudara that spontaneously
activated during the Missing Moment, SKILLS AND FEATS
it’s unclear what role, if any, elves might
Etward Ritalson There’s no telling where your
play in the mystery of the gatewalkers. investigative work will take you, so it’s best not
Characters whose heritages are often regarded as to invest in feats whose usefulness is limited to a
unusual in human-centric societies—including many specific terrain or environment. Having a flexible and
changelings, tieflings, dhampirs, and beastkin—might versatile set of talents will be far more beneficial in
have walked through a gate on the night of the Missing this particular campaign. Proficiency in broadly useful
Moment in the hopes of changing their lives or the skills like Nature and Survival, for example, will likely
worlds around them. Gnomes, many of whom share a come in handy more often than highly specific training
curiosity about the wonders of the cosmos, would also in Forest or Farming Lore. A strong gatewalker is
make for great gatewalkers. one who can prize information from witnesses and
suspects, pick out strange phenomena or unusual
CLASSES features in their environment, and piece together
There are basically no bad class choices for the seemingly mundane clues from a variety of sources.
Gatewalkers Adventure Path, but characters whose
talents lend themselves to paranormal investigations BACKGROUNDS
will do especially well. Investigator, psychic, and Each of these backgrounds corresponds to a different
thaumaturge are ideal choices. Oracles, magi, vision perceived on the other side of the aiudara and
summoners, and witches—all of whom draw on a motivation for walking through the gate. You’re of
mysterious, personalized fonts of power to fuel their course free to devise your own motivation in place of
abilities—are also great fits for this campaign. any of these. Likewise, the specific aiudara through
The search for answers to the mystery of the which you walked is left for you to decide with your
Missing Moment will likely take the party to far‑flung, Game Master as befits your character’s background.
inhospitable places, and gatewalkers are likely to run In addition to a feat and training in one or more
into many unfamiliar people. Self-sufficient and hardy skills, each of these backgrounds grants your character
adventurers—barbarians, druids, and rangers, for a different kind of “deviant ability”—a spontaneous
example—make for excellent gatewalkers, as will any supernatural power that manifested in the aftermath
5
of your Missing Moment experience. As you progress a level‑appropriate feat from within your initial
through the Gatewalkers Adventure Path, your ability’s classification (for example, taking Blasting
deviant ability will grow in power; your Game Master Beams or Storming Breath to go along with the
will let you know when these points occur and you’re dragon classification’s Consume Energy).
encouraged to explore other deviant feats during level- Rules for deviant abilities are reprinted from
ups to enhance the experience. Pathfinder Dark Archive starting on page 8.
Feats with the deviant trait are class feats, but
can be taken by any class, so you can fully explore DREAMS OF VENGEANCE BACKGROUND
your strange new powers. Should you reach a point RARE
in the campaign where a scripted Deviant Power You’ve known strife your whole life, whether on the
upgrade would not apply to you (for instance, battlefield, in the arena, or simply living your day-to-day
receiving the Awakened Power feat when your power life. When you’re not thinking about your next brawl,
has already been Awakened), you can instead take you’re turning over memories of traitorous rivals and
troublesome betrayers who’ve wronged you in the past.
The sight of your enemies broken and maimed, then, greatly
appealed to you when you glimpsed through a mysterious
glowing archway during the Missing Moment. But when
you stepped through the gate, you found yourself back
where you started, with no indications of your exacted
revenge anywhere in sight. You nearly burned
down the countryside in frustrated rage, only
realizing afterward the magnitude of the fiery
new power you wielded. Fiery rays of energy
you could shoot from your eyes—these, no
doubt, would come in handy.
Your deviant abilities are of the dragon
classification. You gain the Blasting Beams deviant feat
with the fire type. As a quirk, your pupils are shaped like
curved arches. When you use a deviant ability, the centers
of your pupils shine with light, like the glowing gateways
of the Missing Moment.
Choose two ability boosts. One must be to Constitution
or Strength, and one is a free ability boost.
You’re trained in the Athletics skill and the Gladiator
Lore skill. You gain the Titan Wrestler skill feat.
6
Your deviant abilities are of the wraith classification. You strength remains the same during these times, but
gain the Ghostly Grasp deviant feat. As a quirk, whenever few can deny your fearsome appearance.
you use a deviant ability, a low, rattling moan emanates Choose two ability boosts. One must be to Strength or
from some unseen maw in your vicinity. Wisdom, and one is a free ability boost.
Choose two ability boosts. One must be to Wisdom or You’re trained in the Intimidation skill and the Legal Lore
Charisma, and one is a free ability boost. skill. You gain the Intimidating Glare skill feat.
You’re trained in the Society skill and the Genealogy
Lore skill. You gain the Multilingual skill feat.
7
WANDERLUST BACKGROUND Deviant Abilities
RARE The following is an abbreviated version of the rules
You’ve traveled the world for years in search of excitement for deviant abilities. The full rules for deviant abilities
and adventure. On the night of the Missing Moment, all appear in Pathfinder Dark Archive.
the many exciting occasions you’ve experienced paled in
comparison to the vision of fantastic lands and incredible
people you saw on the other side of the glowing gate. Deviant Classifications
You stepped through in the hopes of finally reaching Deviant abilities are sorted into broad categories
the thrilling highs you so desperately seek, but as soon according to their ultimate effects. If you are advancing
as you’d gone there you were again, standing in front your deviant ability, you can do so with the deviant
of a lightless gateway with a months-long gap in your feats below. Feats with the deviant trait are class feats,
memories. Frustrated at having come so close to achieving but can be taken by any class. When you take the feat,
your dreams, you swung at a nearby tree, smashing it to it gains the trait appropriate for your class.
splinters with surprising strength you never knew you had.
This strange new brawn wasn’t what you asked for—but it DEVIATION SAVES AND ATTACK ROLLS
might help you pursue the excitement you crave. Many deviations allow for a saving throw or have other
Your deviant abilities are of the troll classification. You abilities that change as you go up in level. The DC for
gain the Titan Swing deviant feat. As a quirk, whenever any saving throw called for by a deviation is the higher
you use a deviant ability, your feet elongate and your leg of your class DC or spell DC. The attack modifier of a
bones crack as your lower limbs transform into those of a deviation is 10 lower than that DC, unless the deviation
rabbit, wolf, or other spry, long-heeled animal. calls for a Strike, in which case the attack modifier is
Choose two ability boosts. One must be to Dexterity or the normal attack modifier of the Strike. A deviation’s
Intelligence, and one is a free ability boost. counteract modifier is equal to your counteract modifier.
You’re trained in the Nature skill and the Stabling Lore
skill. You gain the Express Rider skill feat. BACKLASH
The same blood that lets a descendant of dragons
WISHES FOR RICHES BACKGROUND spit flames is precisely what keeps the inside of their
RARE mouth from being singed in the furnace. Deviations,
On the night of the Missing Moment, you saw visions unfortunately, lack these safeguards, with their
of fabulous riches in the gate before you. Honestly, how powers coming from haphazard circumstance
someone could see anything but piles of jewels and gold and interactions rather than intentional design.
is utterly baffling to you. Having pined for material wealth A character using their deviation always risks the
for as long as you could remember, you practically sprang chance of backlash.
into the portal in hopes of securing your fortune. The Whenever you attempt to use a deviation, roll a
next moment, however, you were standing right where DC 5 flat check. On a success, you use your deviation
you’d just been, though indeterminate time had passed. and the DC for subsequent checks increases by 5, to a
The night’s cold hardly bothered you; in fact, you soon maximum of 20; on a failure, you use your deviation
discovered that you could absorb the very chill in the air, and then suffer a backlash effect, after which your
in the process changing the appearance of everything flat check DC resets to 5. Backlash progresses from
around you into a sheen of finest silver. You’re no richer mild, to moderate, to severe. When you have already
than before you walked through the gate, unfortunately, taken mild backlash in a given day, the next time you
but perhaps you could use this new power somehow to would take backlash, you take the moderate backlash
pursue your avarice anew. instead, and if you have already taken moderate
Your deviant abilities are of the dragon classification. backlash, you take the severe backlash instead, and
You gain the Consume Energy deviant feat with the cold your deviation can’t be used for the rest of the day—
type. As a quirk, your deviant abilities manifest in a silver attempting to use it simply brings pain. When you
hue, and when you use a deviant ability you absorb the make your daily preparations, your flat check DC
color silver from your surroundings. The absorbed color returns to 5 and your next backlash returns to mild.
returns to your surroundings within an hour. Any effects from backlash can’t be reduced,
Choose two ability boosts. One must be to Charisma or prevented, or otherwise bypassed. Conditions and
Dexterity, and one is a free ability boost. damage you take from backlash can’t be reduced or
You’re trained in the Thievery skill and the Games Lore prevented by resistance or immunity, but still triggers
skill. You gain the Subtle Theft skill feat. any weakness you have to it.
8
AWAKENED POWERS to damage all creatures in a 60-foot line, with a
A deviant ability’s unstable nature means it can grow basic Reflex save.
in power at a later point, responding to a stressful Awakening You can choose to launch smaller, quicker
moment or continuing to evolve along a mysterious beams from your eyes instead. These deal d4s instead of
path. “Awakening” lines in deviant feats represent d6s, but the attack has the agile trait, and you don’t need a
possible paths the power’s awakening can take. You hand free to make it, though your eyes must be uncovered.
don’t gain the awakening unless you take a feat that
grants you those benefits. You can gain only one CONSUME ENERGY [reaction] FEAT 2
awakening for a given deviant feat. RARE ABJURATION DEVIANT MAGICAL
Trigger An enemy within 60 feet uses an ability that has
UNIVERSAL FEATS the trait corresponding to your deviation damage type.
These feats are useful for any deviant ability user. If Your connection to energy is so much stronger than
you’re using the background approach, you can select the offending display in front of you, allowing you to
these feats regardless of your classification. claim it for yourself. Attempt a counteract check against
the triggering effect as you draw it into your body. If you
AWAKENED POWER FEAT 4 successfully counteract the ability, you gain temporary
RARE DEVIANT Hit Points equal to double the counteract level of the
Your power spontaneously evolves or reconfigures itself. ability, which last for 1 minute.
You gain one awakening benefit for a deviant feat of 4th Awakening The energy you consume helps empower
level or lower. your abilities. The next ability from the dragon
Special You can take this feat multiple times. Each time classification that you use increases its range by 30 feet
you do, choose a different deviant feat of 4th level or lower, if it has a range, or increases its area by 10 feet if it’s a
and gain one of its awakening benefits. cone or line. If you don’t use this benefit within 1 minute,
it fades.
GREATER AWAKENED POWER FEAT 10 Awakening You channel some of the seized energy
RARE DEVIANT into your next attack. Choose one of your weapons
Your power undergoes yet another awakening. You gain or unarmed attacks. Until the end of your next turn,
one awakening benefit for a deviant feat of 10th level or Strikes with the chosen weapon or unarmed attack deal
lower. an additional 1d6 damage of a type matching the energy
Special You can take this feat multiple times. Each time you consumed.
you do, choose a different deviant feat of 10th level or
lower, and gain one of its awakening benefits. STORMING BREATH [two-actions] FEAT 6
RARE DEVIANT EVOCATION MAGICAL
DRAGON You spit out a freezing breath or sonic scream. You deal
When you gain a dragon-type deviation, choose a type 4d6 damage, plus 1d6 damage for every level you have
of damage, from cold, electricity, fire, or sonic. All beyond 6th, to all creatures in a 30-foot cone, with a basic
abilities you gain from this deviation deal this type of Reflex save.
damage and add the corresponding trait to the ability. Awakening Your blast powerfully batters your foes. A
You also use this damage type for the damage and creature that critically fails its save is knocked prone.
weakness from your backlash. Awakening The kickback of your blast helps you make
a speedy escape. When you use this ability, you Fly
BLASTING BEAMS [one-action] FEAT 2 backward 15 feet in a straight line directly opposite your
RARE ATTACK DEVIANT EVOCATION MAGICAL blast. This movement doesn’t trigger reactions based on
Requirements You have a free hand. movement.
A directed beam of heat or an arc of lightning is one of the
simplest ways to project energy. You fire a blast or beam PROPULSIVE LEAP [one-action] FEAT 10
from one hand. Make an attack roll against a creature RARE DEVIANT EVOCATION MAGICAL
within 30 feet. If you succeed, the beam deals 1d6 damage By expelling flames from your feet or levitating through
for every 2 levels you have to the target, or double damage electrical repulsion, you propel yourself through the air.
on a critical success. For 1 minute, you gain a fly Speed equal to your Speed or
Awakening Your beams blast through targets. Instead 20 feet, whichever is greater. If you aren’t on solid ground
of making an attack roll to damage a single creature within at the end of your turn, you must attempt another backlash
30 feet, you can use Blasting Beams as a 2-action activity check for your deviation, though you remain airborne even
9
if you fail your check unless the damage from the check TITAN SWING [two-actions] FEAT 2
renders you unconscious. RARE DEVIANT MAGICAL TRANSMUTATION
Awakening You blast through the air at great speed, Your limbs tense as you deliver a mighty swing. Make a
gaining a +15-foot status bonus to your Fly speed from melee Strike. If it hits, you deal an extra die of weapon
Propulsive Leap. damage and push the target back by 5 feet. If you’re at
Awakening You can use your propulsion as a makeshift least 10th level, increase this to two extra dice and push the
weapon. The first time each round you Fly starting from target by 10 feet, and if you’re at least 18th level, increase it
the ground, all creatures adjacent to you take 1d4 damage to three extra dice and push the target by 15 feet.
for every 2 levels you have, with a basic Reflex save. Awakening On a critical hit, you push the target back
double the normal distance and knock it prone.
BACKLASH: ENERGETIC MELTDOWN Awakening On a hit, you deal 1d6 persistent bleed
As you channel energy through your deviant abilities, damage. This increases to 2d6 at 10th level and 3d6 at
some of it turns back on you, spiking your body 18th level.
temperature or dancing across your skin.
Mild Backlash You take damage equal to your level as HIGH-SPEED REGENERATION [free-action] FEAT 6
energy scours your body. RARE DEVIANT HEALING MAGICAL NECROMANCY
Moderate Backlash Energy wracks your body. After Trigger Your turn begins.
taking the damage, you gain weakness to the energy type Your wounds knit together with barely a thought. You
of your backlash until your next daily preparations. The regain Hit Points equal to double your level. When you
weakness is equal to one-third of your level. You also lose gain this deviation, the GM secretly selects one type of
immunity to the energy type if you had it, until your next energy damage or precious material, such as fire or cold
daily preparations. iron. When you take damage of that type, your wound
Severe Backlash Whatever furnace or well within you smokes until the end of your next turn, preventing you
that provides the energy for your deviation overloads from using High-Speed Regeneration.
completely, cascading out of you in an uncontrolled burst. Awakening Your regeneration can automatically save
You deal 1d6 damage per level to all creatures in a 30-foot you from the brink of death. Once per day, you can use
emanation with a basic Fortitude save. You automatically High-Speed Regeneration when your Hit Points would
take full damage without attempting a save. be reduced to 0 instead of the usual trigger. You avoid
being knocked out and remain at the number of HP you
TROLL regained.
The troll classification connotes improved physical Awakening Regrowth invigorates you. You gain a
abilities. While often thought of as biological +10‑foot status bonus to your Speed until the end of
mutation, clockwork implants and personal magical your turn.
enhancements are equally likely mechanisms.
TECTONIC STOMP [two-actions] FEAT 10
BONE SPIKES [one-action] FEAT 2 RARE DEVIANT EVOCATION MAGICAL
RARE DEVIANT EVOCATION MAGICAL You cause minor tremors that topple your enemies. All
Sharp shards of bone tear forth from your elbows, wrists, creatures in a 30-foot emanation who are standing on the
or other parts of your body. For 1 minute, you can make ground take 1d6 bludgeoning damage for every 2 levels
bone spike unarmed Strikes, which deal 1d6 piercing you have, with a basic Reflex save. A creature that fails its
damage and have the versatile S and sweep trails. When save also falls prone.
you take the Bone Spikes action, you can choose one Awakening Your stomp also ejects large fragments from
weapon on your person and duplicate its weapon runes the ground. You raise up to three stone chunks from the
onto your bone spikes (with the exception of any runes ground in unoccupied squares in the emanation; the stones
that couldn’t apply to the bone spears). can’t be adjacent to one another. The chunks are 5 feet
Awakening Your bones grow longer, lashing flexibly at tall, block movement, and are large enough to Take Cover
range. While you have bone spikes, you can Interact to behind. They have AC 10, Hardness 8, and Hit Points equal
give your bone spikes reach 10 feet until the end of the to your level. They are immune to critical hits and precision
current turn. damage. A stone chunk crumbles away when it has 0 Hit
Awakening Grooves in your bone spikes form a channel Points, and all of them crumble after 1 minute or when you
for venom. Your bone spikes deal 1d4 persistent poison use Tectonic Stomp again.
damage, which increases to 2d4 at 10th level and 3d4 at Awakening Your stomp rattles those who fail horribly. A
18th level. creature that critically fails its save is also stunned 1.
10
BACKLASH: STRAINED METABOLISM pushing open a window, though it can’t perform
Your body’s overclocked physiology requires larger- actions that require significant mechanical dexterity.
than-usual amounts of nourishment, leaving you For every 5 levels you have, the amount the hand can lift
weakened when it kicks in mid-combat. increases by 1 Bulk, and the arm’s range increases by 15
Mild Backlash Your metabolism immediately burns feet. Being ghostly, the arm can affect ghosts, spirits, and
through your body’s energy stores, making you enfeebled other incorporeal entities, though in most cases, you need
1 and clumsy 1 until you take a bite of food (which usually an awakening for this to be useful.
requires 2 Interact actions: one to retrieve the food and Awakening Your invisible arm can grab on to an
another to consume it). unsuspecting target. You can modify the power’s target to
Moderate Backlash Ravenous hunger wracks your body. be 1 creature within range. You make an attack roll against
You are enfeebled 1, clumsy 1, and fatigued until you can the creature’s Fortitude DC and add the attack trait to the
eat a full meal, which requires at least 10 minutes. action. On a success, the target is grabbed by the arm (or
Severe Backlash The strain on your body is truly restrained on a critical success). This lasts for 1 round or
incapacitating. You become sickened 2 as nausea wracks until the creature Escapes.
you, and you are also enfeebled 1 and clumsy 1 until Awakening You summon additional ghostly arms that
you can eat a full meal (which requires you to no longer entwine together to push targets. You can modify the
be sickened). You are fatigued until you can get a full power’s target to be 1 creature within range. You make an
night’s rest. attack roll against the creature’s Fortitude DC and add the
attack trait to the action. On a success, you can move the
WRAITH target 5 feet in any direction (10 feet on a critical success).
Wraith-type deviations often result from contact
with otherworldly presences or artifacts, comprising ENERVATING WAIL [two-actions] FEAT 6
a strange assortment of abilities that involve realms RARE AUDITORY DEVIANT MAGICAL NECROMANCY
beyond our own. You release a terrible wail that tears at the spirits of all
nearby. All living creatures in a 20-foot emanation take
EERIE FLICKER [reaction] FEAT 2 negative damage with a basic Fortitude save. The damage
RARE CONJURATION DEVIANT MAGICAL is 4d6, plus 1d6 for every level you have beyond 6th.
Trigger A enemy’s Strike would hit you and you weren’t Awakening Your scream echoes in the mind. You can
already concealed, hidden, or undetected by that enemy. choose to emit a silent psychic wail instead, which changes
Your body flickers momentarily into the Ethereal Plane. the damage type to mental, changes the save to a Will
You become concealed for 1 round, and the flat check for save, removes the auditory trait, and adds the mental trait.
concealment applies to the Strike that would have hit you. Awakening Your wail saps your foes’ strength. In
If the flat check fails, the Strike misses you. addition to the normal effects, living creatures in the
Awakening When your body flickers, you momentarily area are enfeebled 1 for 1 round on a success (but not a
assume a terrifying form. If a creature fails the flat check critical success), enfeebled 1 for 1 minute on a failure, and
against concealment from your Eerie Flicker, it becomes enfeebled 2 for 1 minute on a critical failure.
frightened 1, and it doesn’t reduce the frightened condition
from this effect at the end of the same turn it gained the DISTANT WANDERING [one-action] FEAT 10
condition. RARE DEVIANT EVOCATION MAGICAL
Awakening You can choose to compress your flickering Your body falls unconscious and your spirit projects out
movement into a single moment, increasing your chance of it. While in spirit form, you can’t consciously move your
to avoid the triggering attack in exchange for a shorter- body, and you are invisible and inaudible, though a creature
lived effect. If you choose to do so, the flat check for still might notice the signs of your presence and passing,
concealment against the triggering attack increases to DC just like for an invisible creature affected by silence, or a
9, but the concealment affects only the triggering Strike. prying eye. You can freely move about, though you can’t
touch or move anything, cast spells, attack, or otherwise
GHOSTLY GRASP [one-action] FEAT 2 affect anything around you. Despite your ghostly form,
RARE DEVIANT EVOCATION MAGICAL you are not incorporeal and can’t pass through barriers you
An invisible arm extends from you to grab and manipulate couldn’t in your body. Most effects can’t harm your spirit
objects. The arm reaches up to 15 feet, grabs an unattended form, though some spells, like spirit blast and spirit song,
object of 1 Bulk or less, and immediately deposits it in one explicitly damage a creature’s spirit.
of your free hands or at your feet. Alternatively, it reaches You can return to your body as a free action. If you are in
up to 15 feet and performs a simple Interact action like spirit form at the beginning of your turn, you must attempt
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another backlash check for your deviation, returning to Severe Backlash Your life force is siphoned away as the
your body if you fail. presence tugs your soul to wherever it resides. You become
Awakening Your spirit moves at the speed of thought. doomed 1 and drained 2 until your next daily preparations.
You gain a fly Speed and a +20-foot status bonus to your
Speed while in spirit form. Quirks
Awakening Time seems to pass more slowly while you No two deviant abilities are exactly alike, and even
are projecting your spirit, letting you notice things around when two characters gain the same ability in the
you. When you enter spirit form, you can Recall Knowledge same event, individual factors like age, ancestry, and
or Seek. You are quickened while in spirit form and can use personality alter how their abilities manifest. Every
the extra action only to Recall Knowledge or Seek. deviant ability has one or two quirks, determined
when the ability is gained. These quirks don’t normally
BACKLASH: ENCROACHING PRESENCE have any mechanical effect, since their purpose is only
Seeing and touching the beyond leaves you open to its to alter minor details of a power to make them stand
alien influence, warping your perceptions and thoughts. out, though they may have narrative implications on
Mild Backlash Something inexplicable touches your mind, occasion.
leaving you with lingering horror. You become frightened 3. Specific quirks are suggested in the character
Moderate Backlash Disorienting visions and figments cover backgrounds starting on page 5 of the Gatewalkers
your vision, as if you’re seeing through another set of alien Player’s Guide. You can use these quirks as is, or you can
senses. For 10 minutes, all creatures become concealed to you work with your Game Master to decide on new quirks
as they are covered in visual distortions only you can see. for your deviant abilities.
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Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Gatewalkers Player’s Guide © 2022, Paizo Inc. All Rights Reserved. Paizo, the Paizo golem logo,
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