Hey guys, look what else I found with grognards.txt's help:
You can talk your way out of most restraints.
Prerequisites: Bluff 5 ranks, Escape Artist 1 rank, gnome.
Benefit: When you are restrained or imprisoned, you can make a Bluff check against any one creature within 30 feet in which you emphasize both your own harmlessness and the pain or inconvenience of your current condition. If the creature knows you are dangerous, it adds a +4 bonus to its Sense Motive check. If you win the check, the target does something intended to make you a little more comfortable—or at least shut you up—that gives you a +5 bonus on your next Escape Artist check.
Special: At the GM’s discretion, an especially evil or cruel creature may gain a +2 bonus to its Sense Motive check to resist this ability. If it succeeds, it does something to make your bindings even more secure and less comfortable, giving you a –5 penalty on all Escape Artist checks made in those particular bonds.
This time it's from the Gnomes of Golarian sourcebook!
And not a feat, but a trait which actually makes your character worse at what he does:
Researching the Blot
You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance.
Benefit: You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.
Guess what? In Pathfinder, the DC to identify a magic item is 15 + the item's caster level. Not only does it give you an ability which you can already do with Spellcraft, it increases the DC.