New feats designed for the Estari campaign setting. These expand on Pathfinder 2e's feat system with mechanics specific to the 9th Era — void travel, memory magic, world-specific abilities, and more.
Feats available to Void Walkers or those who have spent significant time near Void-adjacent phenomena.
Your connection to the Void grants you limited awareness of spatial compression nearby. You gain a special sense: you can detect the presence of active Void Walking within 60 feet as an imprecise sense. You know the direction but not the exact location. Additionally, you gain a +2 circumstance bonus to saving throws against effects that would displace, teleport, or banish you.
Feats from the occult tradition of memory magic practiced in Caruun's Wake. Not necromancy — these feats read what remains, they do not animate it.
You can spend 10 minutes examining a non-magical object to read emotional impressions left upon it. On a successful Occultism check against a DC set by the GM (typically 15–25 depending on how old and clear the impressions are), you learn one significant emotion or event connected to the object within the last year. On a critical success, you may ask one additional question about what you sensed.
This is not divination magic and does not register as such. It cannot be blocked by anti-divination wards.
Your memory reading extends to spaces and recently deceased beings. You can read a location you have spent 1 hour in, learning the general emotional history of that space. You can also read impressions from a creature that has been dead for no longer than 1 hour, learning their final emotional state and one specific memory of the GM's choice. The subject cannot resist this.
Feats tied to specific worlds, cultural practices, or regional phenomena. Expanded as new worlds are explored during play.
This page will expand as new custom feats are introduced during play. Feats are organized by category — Void, Memory Magic, and World-Specific. New categories will be added as needed.