Note: currently, new feats are gained at rebirth but not level up.
Attack bonus +1 with ranged weapon.
No -4 attack penalty for mêlée fighting with ranged weapons.
+1 AC.
+2 Fortitude saves.
Doubles frequency of critical hits.
+4 bonus on trip attacks.
+2 Will saves.
+2 Reflex saves.
When your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
You gain +1 HP every level.
You can find track using your Survival skill. The base tracking DC is 15 + a bonus based on the target's size following this table.
Normally: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each.
With the feat: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Attack bonus +1 with a particular weapon.
Attack bonus +2with a particular weapon.
Requires the Weapon Focus feat with the same weapon.
You can wear light armours.
You can wear medium armours.
Requires the Armour proficiency (light) feat.
You can wear heavy armours.
Requires the Armour proficiency (medium) feat.
You can wear shields.
You can wear tower shields. Note the -2 penalty on attack rolls because of the shield’s encumbrance.
Requires the Shield proficiency feat.
You can fight with exotic weapons.
You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability.
You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
You get a +2 bonus on all Jump checks and Tumble checks.
You get a +2 bonus on all Balance checks and Escape Artist checks.
You get a +2 bonus on all Listen checks and Spot checks.
You get a +2 bonus on all Animal Empathy checks and Ride checks.
You get a +2 bonus on all Climb checks and Swim checks.
You get a +2 bonus on all Appraise checks and Decipher Script checks.
You get a +2 bonus on all Knowledge (local) checks and Search checks.
You get a +2 bonus on all Knowledge (arcana) checks and Use Magic Device checks.
You get a +2 bonus on all Diplomacy checks and Sense Motive checks.
You get a +2 bonus on all Disable Device checks and Open Lock checks.
You get a +2 bonus on all Bluff checks and Intimidate checks.
You get a +2 bonus on all Hide checks and Move Silently checks.
You get a +2 bonus on all Diplomacy checks and Knowledge (local) checks.