Monk:
d10 Hit Dice
Full BAB
Slow fall works as Feather Fall with a caster level of the monk's class level.
Remove Purity of Body, Diamond body, Tongue of the sun and moon
Abilities such as Stunning Fist, Dimension Door, and Quivering Palm can be used an additional number of times per day equal to the monk's wisdom modifier.
Monks may enchant their unarmed strikes with handwraps.
Ki Strike (Su): At 4th level and every four levels thereafter, the monk's unarmed strikes gain a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where supernatural effects do not normally function (such as within an antimagic field), a monk can attempt to retain his enhancements by making a DC 20 Will save. On a successful save, the monk maintains his enhancements for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the enhancements vanishes. As a move action on his turn, the monk can attempt a new Will save to restore his enhancements while he remains within the negating effect.
Martial Enlightenment (Su): At 6th level, a monk gains the ability to enhance his unarmed strikes. He can add any one weapon special ability that has an enhancement bonus value of +1.
At every three levels beyond 6th (9th, 12th, 15th and 18th), the value of the enhancement a monk can add to his unarmed strike improves to +2, +3, +4, and +5, respectively. A monk can choose any combination of weapon special abilities that does not exceed the total allowed by his monk level.
A monk can reassign the ability or abilities he has added to his unarmed strike. To do so, he must first spend 8 hours in concentration. After that period, his unarmed strikes gain the new ability or abilities selected by the monk.
Paladin:
4 + intelligence modifier skill points/level.
Smite evil useable an additional number of times per day equal to the paladin's charisma modifier.
Remove disease useable an additional number of times per day equal to the paladin's charisma modifier.
Fighter:
4 + intelligence modifier skill points/level.
Knowledge: History as a class skill, since it covers war.
Prowess: Every odd level above first, the fighter may choose to gain one of the following bonuses. Choosing the same bonus multiple times will stack.
- Unstoppable Force: The fighter gains a +1 bonus on all bull rush, disarm, grapple, and sunder checks.
- Withering Glare: The fighter gains a +1 bonus to his intimidate score.
- Reputation: The fighter gains a +1 bonus to his leadership score.
Marshal:
Full BAB
Grant move action useable an additional number of times per day equal to the marshal's charisma bonus.
Not one step back (Ex): At 3rd level, the marshal gains immunity to fear. Each ally within 60 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the marshal is conscious, but not if when unconscious or dead.
Rally (Ex): Starting at 5th level, the marshal may grant all allies within 60 feet a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability once per day. He gains an additional use of this ability at 10th level, and every five marshal levels thereafter (3 at 10th, 4 at 15th, and 5 at 20th).
On Your Feet (Ex): Starting at 8th level the marshal may delay the effect of a single attack, spell, or ability used against an ally as an immediate action one per day. The damage or effect does not take hold until the end of the target's next turn. He gains an additional use of this ability at 11th level, and every three marshal levels thereafter.
Press the Attack (Ex): At 9th level, allies within 60 feet of the marshal continues to fight without penalty, even while disabled or dying.
Duty's End (Ex): At 13th level, the marshal may grant an ally within 60 feet immunity to dying from hit point damage for a number of rounds equal to his marshal level once per day. A condition or spell that destroys enough of the subject's body to prohibit raise dead (such as a disintegrate effect) still kills the creature, as does death brought about by ability score damage or drain, level drain, or a death effect. If the subject has fewer than -9 hit points when the ability's duration expires, he or she dies instantly. He gains an additional use of this ability at 18th level.
Revitalize (Su): At level 20, the marshal may affect all allies within 60 feet as if they had received the Mass Heal spell, with a caster level equal to his marshal level. This ability takes a standard action to activate, and can be done once per day.