ESSENCE of NAVIGATION
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SWIFT MOVEMENT - Whenever you Stride, Step, Fly, Swim, Climb, Leap, or otherwise move a certain amount of feet, you can move an additional 10ft. (so you can Step 15ft, Stride your speed + 10ft, etc.)
UNIMPEEDED JOURNEY - You cannot be teleported against your will, and are immune to the effects of Difficult Terrain.
FIND THE PATH - You always know your exact location, though not necessarily the name of it, and the shortest path from where you are to a given destination, as well as all significant dangers, obstacles, safe havens, water and food sources, etc..
FARSTRIDER - You gain 4th level Dimension Door as a Divine Innate spell that you can cast at will (like a cantrip). In addition, you gain 6th level Teleport as a Divine Innate spell that you can cast once per day.
RAY of CREATION
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By spending 2 actions focusing, you can craft a non-magical item from pure divine energy. The item must be something you can hold in two hands, and must be one solid item, not made of multiple items attached together. (So you could make a door, lean-to, a sword, an anvil, but not an elevator, folding chair, crossbow, forge, or house.) This energy coalesces between your hands once the two actions are complete. The material is always something appropriate to what you are making. It still relies on your crafting skills, so a crafting check must be made.
If you use this to create an alchemical item, you can either reduce the number of necessary Reagents by 1 (with Quick Alchemy), or empower the bomb. Enemies who take splash damage from an Empowered bomb, they suffer the same effects as if they were the primary target.
Prisoner Feats
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EXPERIENCED SMUGGLER (cannot roll less than a 10 when hiding a small item from passive observers.)
Dwarf Feats
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EYE FOR TREASURE (+1 on Crafting Checks to Recall Knowledge. Also gain Crafter's Appraisal).
DWARVEN WEAPON FAMILIARITY (trained in dwarf weapons)
STONEWALKER (1/day Meld Into Stone)
Dwarf Ability
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FORGE DWARF (Fire Resistance 5. Also, you don't get tired as quickly as other folks)
MOUNTAIN STOUTNESS (+1 HP per level, and recover better when dying)
Alchemist Abilities
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INFUSED REAGENTS
FORMULA BOOK
ADVANCED and QUICK ALCHEMY (see spells section below)
RESEARCH FIELD (Chirurgeon: use Craft (alchemy) to do medicine checks).
GREATER FIELD DISCOVERY (elixirs of life heal for max)
CHIRURGEN DISCOVERY (Advanced Alchemy makes 3 Elixirs of Life instead of 2 for each Reagent batch spent)
PERPETUAL INFUSIONS (greater antidote and antiplague do not cost reagents with Quick Alchemy)
TRIPPLE BREW (Quick Alchemy can be used three times for a single action)
Alchemist Feats
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FAR LOBBER (alchemical bombs have a 30ft range increment instead of 20ft)
DEMOLITION CHARGE (spend 1 minute to attach up to 4 bombs to an inanimate object within your reach. The DCs to detect or disable the charge is your class DC. You pick a space adjacent to the object that is the Trigger Space. If a creature enters the Trigger Space, the bombs detonate, damaging the item and creature (combine the damage to calculate resistances). The explosion ignores Your Level worth of the object's hardness. Creatures adjacent to the object take the bombs' splash damage.
ALCHEMICAL FAMILIAR (use your INT for Acrobatics, Perception, and Stealth checks, and gets 2 actions per turn, acting after your turn. If you spend 1 action to Command it, it can take 3 actions instead).
DIRECTIONAL BOMBS (turn splash into a 15ft cone)
POWERFUL ALCHEMY (quick alchemy items with saving throws use your Class DC instead of the listed DC)
REVIVIFYING MUTAGEN (while using a Mutagen, end it immediately to regain 1d6 HP for every 2 item levels of the mutagen)
HEALING BOMB: (elixirs of life count as bombs. You can throw it at willing targets and only miss on a crit fail. If it hits, they count as having consumed it. If you crit succeed, they also get the bonus to Fort saves that it offers.)
BIO-WEAPONS: (when crafting a bomb that deals Piercing or Slashing damage, use an additional batch of Reagents to add the effects of a poison to the bomb)
UNCANNY BOMBS: (bombs have 60ft range increment, reduce the target's AC from cover by 1, and automatically succeed the Flat Check to hit Concealed targets.)
POTENT POISONER: (poisons have +4 to their DC)
General Feats
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DUBIOUS KNOWLEDGE (when you fail a Recall Knowledge check, you learn a bit of true knowledge and a bit of erroneous knowledge, but don't know which is which).
QUICK RECOGNITION (1/round attempt to recognize a spell as a free action)
Skill Feats:
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CRAFTER'S APPRAISAL (use Crafting to Identify Magic on magic items).
SPECIALITY CRAFTING (+1 to Blacksmithing and Alchemy. +2 if you are a Master in Crafting).
Alchemical Crafting (you can use Craft to make alchemical items)
TRICK MAGIC ITEM (if you know what a magic item does but usually can't use it, make an appropriate magic check (Arcana for arcane magic, Religion for divine magic, etc.). Any spell DCs or Attack Rolls use your Int and are Untrained. If you succeed, you can use the item for the rest of the turn. If you fail, you can try again on subsequent turns. If you crit fail, you cannot try again until the next time you do your daily prep.)
MAGICAL CRAFTING (craft magic items)
IMPECCABLE CRAFTING (success is actually crit success when crafting a specialty item)
INVENTOR (invent items. During downtime, make crafting checks and pay half of item cost to invent that item and add the formula to your book)
CRAFT ANYTHING (you don't have to provide spells when crafting magical items unless they have expensive material components)
BATTLE MEDICINE (1 per day per person, Treat Wounds as a single action)
INTIMIDATING GLARE (intimidate without words)