Feats


 * Light Armor Proficiency (Speed is not reduced by wearing light armor. No armor penalties to Skill/Attribute checks)
 * Medium Armor Proficiency (Speed is reduced only by 2 when wearing medium armor. No armor penalties to Skill/Attribute checks)
 * Heavy Armor Proficiency (Speed is reduced only by 5 when wearing heavy armor. No armor penalties to Skill/Attribute checks)
 * Veteran (Experiance gains increase by 10% for the whole party)
 * Deceitful (+5 Streetwise when lying)
 * Persuasive (+5 Etiquette when persuading)
 * Cleave (Once a battle, you may do a power attack for an extra 1D4 damage}
 * Sturdy (+5 to balance when at risk of staggering)
 * Vengeance (If you kill an enemy that turn you can attack again any nearby foes. You cannot move again however)
 * Vengeance II (if you kill an enemy, you may attack and move again)
 * Quick Draw (You can switch to a new weapon in the same move in combat)
 * Rapid Reload (You can attack twice with a shortbow, longbow, pistol, or dart weapon)
 * Haggler (+2 Mercantile)
 * Mystique (+2 Mysticism)
 * Cleric (+2 Healing)
 * Sorcery (+2 Arcanic)
 * Necrology (+2 Necromancy)
 * Summoner (+2 Conjuration)
 * Light-Footed (+ 2 Sneak)
 * Deft Hands (+2 Pickpocket)
 * Locksmith (+ 2 Lockpicking)
 * Survivalist (Resist Poison and Disease 25%. Can eat or drink anything organic, but it is not as effective as normal food)
 * Survivalist II (Resist Poison and Disease 50%. Can eat or drink anything organic, and it is as effective as normal food)
 * Ambidextrous Duel Wielding penalty is reduced to -1.
 * Spell Focus Can meditate and regain one spell usage.
 * Spelunker + 2 Perception for finding secrets in dungeon. + 2 int/wis for dungeon knowledge checks.
 * Historian Gains + 2 int/wis for knowledge checks on History.
 * Leader Can inspire up to 3 humanoids and temporarily give them Health equal to yours.
 * Acrobat Lessen fall damage, Can climb trees and swing off items as well as high jump.
 * Enchanter Can equip two enchantments
 * Enchanter II Can equip three enchantments
 * Lucky Once per day (or so) you may reroll any action once, and keep the higher number.
 * Backstab Any hit becomes a critical hit with a dagger when attacking backside of enemy.
 * Duel Casting Casts two spells at once, with a -4 to the second spell.
 * Combat Advantage You gain combat advantage over target AC.