Ancient Enmity +1
Gain a racial bonus to attacks vs Elves.
Darkvision (90 feet)
You can see in the dark (black and white vision only).
Deep Warrior +2
Gain a bonus to AC and grapple vs. Aberrations.
+2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Dazzled in bright light and -2 to save vs light effects.
Slow and Steady
Your base speed is never modified by encumbrance.
Gain bonus to CMD vs bull rush/trip while standing on ground.
+2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Armor Expert -1 Armor check penalty.
Legendary Drinker Your ability to hold your liquor is almost without equal. In fact, you feel nowhere as at home as in a bar with your fellow dwarves enjoying fine dwarven ale.
Benefit: You are never sickened by drinking alcohol and a night spent in a bar restores you hit points equal to your level.
Bane (+2 / 2d6) (6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fire Bolt (1d6+3 fire) (6/day) (Sp) 30' Ranged touch attack deals 1d6+3 Fire damage.
Inquisitor Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6 (Acid) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic,Good) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another.
Track +3 Add the listed bonus to survival checks made to track.
Intimidating Prowess Add Strength bonus to Intimidate checks.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Attack Ally's attack allows you to take a 5-foot step.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Toxic Recovery Heal one point of ability damage on a successful saving throw.