In addition to your regular feats as you level up, you gain Bonus Feats based on your character type (Offensive or Defensive). Bonus feats can only be selected from a select amount of feats, which will be listed below. You gain these bonus feats at these levels:
Blindfight: You do not need your eyes to fight. Every time you miss because of concealment, you can reroll your percentile to see if you actually hit.
Blisterwood Training: You gain the full bonus of Blisterwood against vampyres, giving it a +8 to hit instead of a +3.
Cleave: If you reduce an enemy to 0HP with a melee attack, you get a free melee attack against an opponent within your threatened area. You cannot take a step between attacks.
Combat Expertise: When you attack, you can take up to -5 on the attack roll to gain up to +5 to your AC for the round. This cannot exceed your base attack.
Combat Reflexes: When presented with attacks of opportunity, you may make additional attacks of opportunity equal to your DEX modifier per round. For example, a character with 15 DEX can make 3 attacks of opportunity per round; 1 all characters get, and 2 more for the +2 DEX mod.
Dodge: You can designate an opponent and gain +1 AC against their attacks for the rest of the fight. The target can be changed freely during your turn.
Far Shot: You can shoot 50% farther with ranged weapons.
Great Cleave: Every time you drop an oppenent to 0HP, you get a free attack against an oppnent next to you. This can be done an unlimited amount of times per round.
Heroic Surge: You can take another action or attack in a round. It can be used once per day at levels 1-4, twice per day at levels 5-8, three times at 9-12, four at 13-16, and five times per day at 17-20.
Improved Initiaitive: You gain +4 to Initiaitve.
Improved Martial Arts: You deal 2D4 lethal damage with your fists.
Martial Arts: You deal 1D4 lethal damage with your fists.
Mobility: You gain +4 AC against attacks of opportunity that come from moving through threatened squares.
Point Blank Shot: You gain +1 to hit with ranged weapons if the target is within 5 squares.
Power Attack: You can subtract up to your Base Attack from your accuracy and add it to your damage for all attacks during the round, including attacks of opportunity.
Precise Shot: You can hit an opponent in an melee with allies without taking the -4 penalty.
Quick Draw: You can draw (but not sheathe) weapons as a free action instead of a move action.
Rapid Shot: You gain one additional attack per round with a ranged weapon at your highest Base Attack bonus. Must use a Full Attack option to get this bonus attack.
Shot on the Run: You can run while attacking with a ranged weapon and not incur an attack of opportunity.
Spring Attack: You can run while attacking with a melee weapon and not incur an attack of opportunity.
Whirlwind Attack: You can give up your attacks during a round to make one melee attack at your full Base Attack Bonus against all opponents next to you.
Lucky: You can reroll a failed roll. Once per day at level 2, twice at level 5, three times at 13, and 4 times at 18.
Instant Mastery: You gain +4 in a skill you have no ranks in.
Expert: You gain +2 in a skill of your choice.
Coordinate: When aiding another outside of combat, you give them a +3 instead of a +2 at level 4, +4 at level 8, +5 at 13, +6 at 18, and +7 at 20.
Iron Will: +2 to Will Saves.
Greater Fortitude: +2 to Fortitude Saves.
Lightening Reflexes: +2 to Reflex Saves.
Healthy: +3 Constitution.
Dodge: You can designate an opponent and gain +1 AC against their attacks for the rest of the fight. The target can be changed freely during your turn.
Mobility: You gain +4 AC against attacks of opportunity that come from moving through threatened squares.
Nimble: +2 to Agility and Thieving.
Gearhead: +2 to Crafting and Invention.
Rugged: +1 to Fortitude Saves, +2 to Hunter.
Iron Will: +1 to Will Saves, +2 to CHA checks.
Deft: +1 to Reflex Saves, +2 to Agility.
Endurance: You gain +4 to these checks: to stave off starvation, thirst, disease, resist fatigue, and hold your breath underwater.
Low Profile: +2 to Thieving.
Sharp Eyed: +2 to Hunter and CHA checks to see if someone is lying.
Jury-rig: +2 to Smithing, Repair and Invention for temporary fixes. The made/repaired item breaks after it is used.
Bartering: +5 on CHA checks to buy/sell items.