I have the feats. To make it simpler, I have hidden the prerequisites and created 2 lists of feats, one that Blade Warsinger can take and one that Belghull Dravarax can take. Each of you gets one:
Blade Warsinger: (That_Helpful_Guy)
Alertness: No combat advantage when surprised, +2 to Perception
Armor Proficiency: Chainmail: Training with chainmail armor
Blade Opportunist: +2 to opportunity attacks with heavy blade or light blade
Combat Reflexes: +1 to opportunity attacks
Defensive Mobility: +2 to AC against opportunity attacks
Durable: Increase number of healing surges per day by 2
Escape Artist: Escape a grab as minor action, +2 to Acrobatics
Extra-Dimensional Roar: any attempt to intimidate a foe is 'Rattling' (success results in opponent gaining attack roll penalty of -2)
Far Shot: Increase projectile weapon range by 5 squares
Far Throw: Increase thrown weapon range by 2 squares
Fast Runner: +2 to speed when you charge or run
Improved Initiative: +4 to initiative checks
Jack of All Trades: +2 to untrained skill checks
Lethal Hunter: Hunter’s Quarry damage dice increase to d8s (usually d6s)
Linguist: Learn three new languages
Long Jumper: Make standing jumps as if from a running start, +1 to Athletics
Nimble Blade: +1 to attacks with light blade and combat advantage
Power Attack: +2 or +3 damage per tier for −2 to attack
Powerful Charge: +2 damage, +2 to bull rush on a charge
Quick Draw: Draw a weapon with attack action, +2 to initiative
Raging Storm: +1 damage with lightning or thunder power
Shield Proficiency (Light): Proficiency with light shields
Skill Focus: +3 to checks with chosen skill that you have training in
Skill Training: Gain training in one skill
Sure Climber: Climb at normal speed on any surface, +1 to Athletics
Tactical Regroup: teleport to an ally, pick xir up and teleport back to your starting position as full round action for 15 dp (would normally be 30 dp)
Toughness: Gain 5 additional hit points per tier
Two-Weapon Fighting: +1 damage while holding a melee weapon in each hand
Weapon Focus: +1 damage with chosen weapon group
Weapon Proficiency: Gain proficiency with the weapon of your choice
Wintertouched: Gain combat advantage against foe vulnerable to cold
(note the tactical regroup and extradimensional roar feats because you are an Enderman)
Belghull Dravarax:
Alertness: No combat advantage when surprised, +2 toPerception
Armor Proficiency: Leather: Training with Leather Armor
Burning Blizzard: +1 damage with acid or cold power
Dark Fury: +1 damage with necrotic or psychic power
Defensive Mobility: +2 to AC against opportunity attacks
Dragonborn Frenzy: +2 damage when bloodied
Dragonborn Senses: Low-light vision, +1 to Perception
Durable: Increase number of healing surges by 2
Enlarged Dragon Breath: Dragon breath becomes blast 5
Expanded Spellbook: Add additional daily spells to spellbook
Far Throw: Increase thrown weapon range by 2 squares
Fast Runner: +2 to speed when you charge or run
Improved Initiative: +4 to initiative checks
Jack of All Trades: +2 to untrained skill checks
Linguist: Learn three new languages
Mounted Combat: Gain access to the special abilities of your mount
Powerful Charge: +2 damage, +2 to bull rush on a charge
Shield Proficiency (Light) : Proficiency with light shields
Skill Focus: +3 to checks with chosen skill
Skill Training: Gain training in one skill
Toughness: Gain 5 additional hit points per tier
Weapon Focus: +1 damage with chosen weapon group
Weapon Proficiency: Gain proficiency with the weapon of your choice
Wintertouched: Gain combat advantage against foe vulnerable to cold
