Inspired by 4th edition rules you can find powerful new feats below.
Prerequisite: Fighter
Benefit: When you use your second wind, you gain a bonus to damage rolls until the end of your next turn. The bonus is equal to your Dexterity modifier.
Prerequisite: Mul
Benefit: You gain a +2 racial bonus to initiative checks. During the first round of an encounter, you gain a +1 bonus to attack rolls and additional 10 feet of movement.
Prerequisite: Thri-kreen, monk, Flurry of Blows
Benefit: When you use your Flurry of Blows, your attack deals 2 extra damage to one target.
Prerequisite: Thri-kreen, ranger, Hunter’s Mark
Benefit: Whenever an enemy adjacent to you takes damage from your Hunter’s Mark, you can deal 2 damage to one other enemy adjacent to you. This damage increases to 4 at 11th level and 8 at 20th level.
Prerequisite: Bard
Benefit: You may create and coat your weapon with poison. Your poisoned strike deals 2 extra poison damage. In addition, when you miss a target with your poisoned strike, that target takes 4 poison damage.
Prerequisite: Mul
Benefit: You gain a +2 racial bonus to saving throws against poison. When an attack pulls, pushes, or slides you while you are at full hit points, you can ignore 5 feet of the forced movement.
Prerequisite: Half-Giant
Benefit: When you take damage from an attack, your next melee attack before the end of your next turn deals an extra die of damage.
Prerequisite: None
Benefit: You gain three wild talent powers.