D401 (cost 1, lvl 3) - Your divine melee touch vs undead (Touch of Life feat) deals an additional 2d8 damage.
D402 (cost 1, lvl 6) - Whenever a living creature dies near you, those in a small AoE around it suffer d3 negative damage. You heal HP equal to 5 + this damage.
D403 (cost 2, lvl 4) - Gain +3 to Reflex saves while your animal companion is present
D404 (cost 2, lvl 6) - Natural creatures you summon gain +2 AC
D405 (cost 3, lvl 7) - DEX times/day, creatures in a small AoE are entangled for 5 rounds (reflex to negate)
D406 (cost 2, lvl 7) - Choose a general feat for your Animal Companion. Can be taken up to 3 times. (chosen through conversation with companion or craft menu)
D407 (cost 3, lvl 4) - You may transfer your Armour AC to your Animal Companion for 1 round. It retains a DEX bonus to AC of up to twice the armour's Maximum DEX bonus. Special move.
D408 (cost 3, lvl 8) - Your Animal Companion gains 25% Concealment and a -2 AB penalty.
D409 (cost 1, lvl 3) - When your Animal Companion falls below 1 HP, it can be resummoned after 12 hours.
D410 (cost 1, lvl 3) - Animal Empathy checks only fail critically if they fail by 10 points or more (normally 5 points or more).
D411 (cost 2, lvl 5) - Animal Empathy's duration is extended by 5 turns. Can be taken up to 3 times.
D412 (cost 3, lvl 7) - Choose Plants, Oozes, Elementals, Fey or Shapechangers. When using Animal Empathy, these can be controlled as though they are Magical Beasts.
D413 (cost 1, lvl 6) - While in humanoid form, you are immune to the Fear and Mind Affecting abilities from creatures vulnerable to your Animal Empathy.
D414 (cost 3, lvl 8) - Choose Aberrations, Undead or Outsiders. Sacrifice a Wildshape use to Turn these as a Priest of the same level, using CON instead of CHA.
D415 (cost 2, lvl 7) - When you Wild Shape, unallied creatures vulnerable to your Animal Empathy skill are Turned as if by a Priest turning undead. Requires D414.
D416 (cost 1, lvl 3) - Your elemental ranged touch attack (Elemental Strike) can use any of the four elemental damage types at will.
D417 (cost 2, lvl 6) - Choose an element. As a special move, you may gain a 1d6+2 damage shield of its type for 1 round, but suffer -2 AB.
D418 (cost 2, lvl 8) - Choose an element. You gain 50% immunity to it and deal +1 damage of its type on unarmed and creature attacks.
D419 (cost 2, lvl 7) - Choose an element. You may sacrifice a Wildshape use to make a breath attack dealing WIS x d8 damage of this type.
D420 (cost 4, lvl 5) - Combat mode: Choose an element. Spells you cast are converted to offensive spells dealing damage of the chosen type (Level 0 spells: d3 damage. Level 1 spells: 2d6 damage. Level 2 spells: Levelxd6 damage. Level 3 spells: Levelxd6 damage in a medium AoE. Level 4 spells: Levelxd8 damage in a large AoE, affecting enemies only).
D421 (cost 2, lvl 5) - Your elemental spell conversion can use any of the four elemental damage types at will. Requires D420.
D422 (cost 2, lvl 8) - Gain +1 Wildshape use/day, +1 for each time you have already taken this feat. Can be taken up to 3 times for a total +6.
D423 (cost 1, lvl 4) - You may sacrifice a level 4 spell, or two level 3 spells, to regain a daily Wildshape use.
D424 (cost 2, lvl 7) - When Wildshaping, there is a 50% chance it does not consume a daily use. This cannot save more than 3 uses/day.
D425 (cost 3, lvl 8) - You are immune to disease.
D426 (cost 4, lvl 8) - Choose a level 12 Wildshape category to unlock its forms.
D427 (cost 2, lvl 8) - All level 12 Wildshape forms are available to you. Requires D426.
D428 (cost 1, lvl 3) - While in Wildshape form, you can use Tracking as per the Ranger feat.
D429 (cost 2, lvl 6) - Combat mode: Spells you cast are converted to a Summon Creature spell of the same level (Predator or Plant themes only).
D430 (cost 3, lvl 7) - Prior to resting, you may choose to trade +1/-1 Caster Level on all spells for -1/+1 bonus spell slot for all spell levels from 1-4.
D431 (cost 3, lvl 8) - Gain a level 5 spell as an activated ability. You lose 1 daily use of Wildshape. Can be taken more than once.
D432 (cost 4, lvl 8) - Gain a level 6 spell as an activated ability. You lose 1 daily use of Wildshape. Can be taken more than once. Requires D430 or D431.
D433 (cost 2, lvl 6) - All Vigour spells you cast are automatically extended. The Virtue cantrip gains a duration of 10 turns.
D434 (cost 2, lvl 5) - Choose a Wildshape form. You gain a bonus to AB and AC when in this form, but suffer a -1 penalty in all other wildshape forms. The bonus is +4 for level 4 forms, +3 for level 6 forms, +2 for level 8 forms and +1 for level 12 forms.
D435 (cost 2, lvl 6) - Gain enhanced Sleep (4 + 2d6 max HD and +2 DC), Charm Person/Animal (+1 DC, double duration), Hold Animal/Monster (+1 DC, double duration) and Dominate Animal spells (+1 DC, double duration).
D436 (cost 2, lvl 6) - Gain enhanced Entangle (+2 DC, double duration), Barkskin (+1 AC), Spike Growth (2d4 damage, 30% speed reduction, lingering 3 turns) and Freedom of Movement (double duration) spells.
D437 (cost 2, lvl 6) - Gain enhanced Grease (+2 DC, double duration), Blood Frenzy (1 turn/level, no AC penalty), Contagion (AoE, stronger diseases), Infestation of Maggots (1 round/level, +2 DC) and Poison (no touch attack) spells.
D438 (cost 2, lvl 6) - Gain enhanced Create Sustenance (+2 to food quality), (Mass) Camouflage (9 to Stealth), (Mass) Longstrider (+10% speed, Extended) and One with the Land (6 to skills, Extended) spells.
D439 (cost 2, lvl 6) - Gain enhanced Light (brightness 20), Ultravision (Extended, chance to see invisibiilty), Obscuring Mist (double duration, allies get +10% Concealment and -10% miss chance), Call Lightning (+2 DC, +1 Caster Level) and Flame Strike (+1 DC, +2 Caster Level) spells.
D440 (cost 2, lvl 6) - Gain enhanced Guidance (3 to skills), Endure/.../Protection from Elements (+20 absorption/spell level, double duration), Endurance (gain temp HP equal to HP gained through CON increase, double Fortitude bonus) and Stoneskin (DR 10/+4, +3 Caster Level) spells.
D441 (cost 1, lvl 3) - Gain +3 AC vs animals and plants for 1 round, but suffer -1 to AB and damage. Special move.
D442 (cost 3, lvl 6) - You count as having Weapon Specialization in the Club, Dagger, Sickle, Spear and Quarterstaff.
D443 (cost 2, lvl 8) - While in humanoid form, you may add your INT bonus to all saving throws.
D444 (cost 2, lvl 7) - You may spend 5 turns in prayer to change the local weather.
D445 (cost 1, lvl 3) - Gain DR 10/- vs damage from cold and warm environmental features only.
D446 (cost 3, lvl 7) - Your party never suffers ambushes for resting in the wilderness unless you fail a DC 20 Survival check.
D447 (cost 3, lvl 6) - CHA times/day, you may touch a PC. For the next 60 turns you hear anything they say, regardless of distance.
D448 (cost 1, lvl 7) - Choose Animal, Beast, Magical Beast or Vermin. You add +6 to Animal Handling checks involving this type.
D449 (cost 2, lvl 6) - At will, gain DR 1/- for 3 turns. Afterwards, suffer -1 WIS until you rest.