DEXTEROUS COMBATANT [MARTIAL]
Speed is everything. Strength, well, that can follow on later.
Prerequisites: BAB +1
Benefit: With a light weapon or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. You can draw a light weapon or a rapier as a free action instead of as a move action. If you draw a light weapon or a rapier and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may catch an opponent flat-footed this way only once per round and once per opponent during any single combat encounter. If an opponent provokes an attack of opportunity from you, you can draw a light weapon or rapier as an immediate action to deliver the attack of opportunity with that weapon.
Edit: Added in the feats from the prestige classes for easier visibility
PROMISES OF REALITY [SEED]
Even when you don't believe him, you believe him
Prerequisites: Able to cast illusion spells using seeds
Benefit: When you cast a spell from the illusion spell school, anyone who rolls a Will disbelief save rolls twice and takes the worst result.
Resilient Fury [Racial]
Prerequisites: Cynddeir
Benefit: If a Cynddeir is reduced to fewer hit points than its character level, he enters a fury state. Entering this state is an immediate action; he can enter this state even when it's not his turn. He gains a +4 morale bonus to its Strength and Dexterity, and the threat range for his attacks doubles. When the Cynddeir makes a full attack, he can make one additional attack each round at its highest base attack bonus. He gains fast healing 2. The fury state lasts until he is killed or until his hit points rise enough to equal or exceed his character level. Upon emerging from this state, he immediately takes 1d4 points of Strength damage.
Thou Shalt Not [Racial]
Prerequisites: Cynddeir
Benefit: The Cynddeir can delay the effect of any condition (or effect causing that condition) for one round. This does not count against the duration of that effect. Those conditions must be either ability damage, blinded, confused, dazed, dazzled, deafened, diseased, immobilized, nauseated, sickened, stunned, or poisoned.
BORN IN THE WILDS [SEED]
Your upbringing was far from the urban areas most frequently the home of your kind
Prerequisites: 1st level only, must have access to Skill spells
Benefit: You may now select from the Nature seed list in addition to the Skill seed list as a Gallant. You gain one Nature seed when you take this feat. These Nature seeds are cast as arcane spells, and act exactly as Gallant casting normally does.
EYES OF NIGHT [GENERAL]
Your vision in the darkest night is far better than anyone expects.
Prerequisites: 1st level only, Perception 4
Benefit: You gain darkvision and low-light vision out to 60 ft.
POTENTATE [GENERAL]
You are not an adventurer, but rather the ruler of a land
Prerequisites: 1st level only, Cha 16, Knowledge (Local) 4, Warcraft 4
Benefit: You are the ruler of a piece of territory. While you are within that territory, you gain followers (but not cohorts) as if you had the Leadership feat (this does not stack with the Leadership feat). You gain a +2 bonus on social skills with all subjects within your territory. If you are absent from that territory for more than four weeks, you lose the benefit of this feat and all feats and abilities that require it until you have remained within your territory for four weeks.
AUGMENTED CREATION [SEED]
There's something a little special about this one
Prerequisites: Able to cast spells using seeds
Benefit: When you cast a spell using a Summon category spell seed, you may cast a second spell as a swift action. The second spell must target only the creature created via the Summon spell seed, and can only expend a number of spell points equal to 1/2 your caster level (minimum 1).