All right, you know the deal – 3 pages – 1 page front cover, 1 page SRD, 1 page content, let’s go!
-Brewmaster: Increase bonus to +2. Use a surge to increase the DC of ingested poisons and alcoholic beverages by 1/2 die’s result.
-Cleave Through: When you hit a target of your Cleave, add a free trip attempt with +1/2 tier bonus.
-Cloven Helm: AC-bonus vs. crit confirmation increases to +2. You can use this feat on any hit; if the hit is critical and your helmet is destroyed, expend one use of mythic power to make a Fort save vs. remaining damage dealt to you, halving it and rendering it nonlethal on a success. If you’re immune to nonlethal damage, it’s lethal instead – no gaming of this ability.
-Dented Helm: AC-bonus vs. crit confirmation increases to +2. You can use this feat as a free action rather than as an immediate action and add tier to your helm’s hardness before applying damage. You do not become staggered unless your helmet is destroyed and may use the feat with broken helmets and even attacks that ignore AC-bonuses.
-Giant Killer: +1 threat range on additional attacks versus giants and add Crippling Critical to your attacks against them. 1/round when Cleave/Great Cleaving giants, you can execute a free trip versus the giant sans fear of repercussions.
-Goblin Cleaver: +1 threat range on additional attacks versus goblins and add Bull Rush Strike to the additional attacks. 1/round when Cleave/Great Cleaving goblins, you can execute a free overrun versus the goblin sans fear of repercussions, moving into its space. The feat has a cut-copy-paste error and refers to giants in the feat-text; not a bad glitch, mind you.
-Hard-Headed: +1 shield bonus to AC when wearing a helmet. Attack even helmet-less with your head as though your head were a light shield used in a shield bash; as a heavy shield when wearing a helmet, treating your head as a light weapon. For one mythic power, treat your head as having the bashing property and gain Bull Rush Strike’s benefits on any critical hit you perform with your head for mythic tier rounds. Fun!
-Ledge Walker: +tier Acrobatics to maintain balance and to Climb to ctach yourself and others. You do not risk falling when taking damage while climbing, nor do you take Acrobatics-penalties on sloped or severely sloped inclines. You negate high ground bonuses of foes and increase them for you. Finally, when adjacent to a cliff or wall, you can use mythic power to feather fall mythic tier rounds. Versatile, powerful, interesting -2 thumbs up!
-Orc Hewer: +1 threat range on additional attacks versus orcs and add Sundering Strike to the additional attacks. 1/round when Cleave/Great Cleaving orcs, you can execute a free sunder versus the orc sans fear of repercussions.
-Shatterspell: +tier to BAB to determine the number of times you can use the feat and use it in place of any melee attack, not only as a standard action. Against non-mythic spells, add mythic tier to CMB to sunder it.
There’s one more feat on the SRD-page:
-Toxic Recovery: When succeeding a save versus poison, heal 1 point of ability drain or ability damage equal to your tier, treating penalties such as fatigue, exhaustion, etc. as ability damage for the purpose of recovery.
Editing and formatting are very good, I noticed no truly rules-impeding glitches. Layout adheres to Legendary Games’ 2-column full color standard and the pdf has no bookmarks, but needs none at this length.
Jason Nelson and Jeff Lee deliver a nice array of dwarven feats, with especially the helm-themed feats resounding with some of the rules-nostalgia of previous editions. While I’m personally not a big fan of the nemesis-feats, over all, we have a rather inspired collection here, on worth 5 stars.