Background Trait Feats!
Only luck of heroes and spellcasting prodigy (arguably Artist and Silver Palm as well, in perform and bluff high builds respectively) are really all that useful. I suggest re-working the other feats to be on par, forcing some sort of choice to be had in this department.
All proposed changes are listed in the spoilers under the feats themselves. I did my best to keep to the spirit of the original PnP feats, whilst still giving each some flare of their own.
Artist: Character gains a +2 bonus on Perform and Diplomacy checks (And 3/day uses of bardsong, capping at max bardsong capacity)
+3 Perform, +3/day uses of bardsong (uncapped). If you do not have bardsong uses you obtain the feat Bardic Song, but cannot use it for anything other than qualifying for PRCs, unless specified by another class.
Blooded: Character gains a +2 bonus on Initiative and Spot checks
+3 Spot, +3 Listen, +3 Reflex Saves
+5% Movement Speed, +3 vs Fear, +2 Reflex
Bullheaded: Character gains a +2 bonus to resist Taunt, and +1 bonus to Will saving throws
+3 Will Saves, +4 Saves vs Mind Effecting
+2 vs taunt, +2 vs Mind Effecting, +2 will saves
Courteous Magocracy: Character gains a +2 bonus on Lore and Spellcraft checks
+4 Appraise, +4 Diplomacy, +4 Spellcraft, For every crafting feat you have, you gain +1 to appraise, diplomacy, and spellcraft.
+3 lore, +3 spellcraft, Bonus Language
Flirt: Character gains +1 to Listen and Diplomacy , but -2 to Intimidate
+3 Diplomacy, +3 Bluff, +1 DCs on bard songs and enchantment spells.
+3 Bluff, +3 Diplomacy, -3 Intimidate
Mind Over Body: Character uses Int modifier instead of Con for bonus hit points at level 1, and any metamagic or spellcasting feat grants +1 hit points.
Your Character uses their INT Modifier instead of CON to determine bonus hit points. Any metamagic or spellcasting feats you take grant +1 fortitude saves. You will not gain any benefit from toughness, steadfast determination, or epic toughness. Your CON no longer determines your fortitude save, none of your stats will do this.
+2 HP per point of INT mod. +3 HP per meta-magic feat. +1 Will/-1 Fort
Silver Palm: Character gains a +2 bonus on Appraise, Bluff, and Diplomacy checks
+3 Appraise, +3 Bluff, 5% discount on all wares from NPCs.
+3 Appraise, +3 Diplomacy, 5% discount
Snake Blood: Character gains a +1 bonus to Reflex saving throws, and +2 saving throw bonus against poisons
+3 Reflex Saves, +3 Saves vs Poison, Add a +2 DC to all poisons you use.
+2 Reflex Saves, and the ability to use poisons safely.
Strong Soul: Character gains a +1 bonus to Fortitude & Will saving throws, and +1 saving throw bonus against Death magic
WIS determines your Fortitude Save. If you have steadfast determination, add your CON to your Will Save instead of replacing.
+2 vs Death Effects, +2 vs Negative Energy, and Immunity to Sickened
Thug: Character gains a +2 bonus on Appraise, Initiative, and Intimidate checks
+3 Intimidate, you can use this feat as if it were demoralize opponent (DC 10+1/2 Hit Dice+1/2 Intimidate or become shaken). If you already have demoralize opponent, or obtain it, add 1/4 of your intimidate score to your demoralize opponent DC.
Thoughts! Discuss!
Edit: 06/11/2015