Dragon 349 ACFs
Barbarian:
City Brawler
Level: 1st
Replaces: If you choose this ability you do not gain proficiency with martial weapons, medium armor, or shields.
Benefit: you gain improved unarmed strike as a bonus feat, as well as the effects (but not the feats themselves) of the two-weapon fighting feat when fighting unarmed.
At 6th level you gain the effects of improved two-weapon fighting when fighting unarmed, and at 11th level you gain the effects of greater two-weapon fighting when fighting unarmed.
Additionally, you only take a -2 penalty when using improvised weapons (instead of the usual -4 penalty)
(Eh. could be interesting thematically, but there are better ways to be a brawler. Still, the free TWF effect isn't too bad)
Dashing Step
Level: 3rd
Replaces: Trap Sense.
Benefit: You do not take a -2 penalty to AC when charging, and you add one-third of your barbarian level to your AC against AoO's when charging.
(ergmagerd charging.... no, this sucks)
Devil's Luck
Level: 6th
Replaces: Damage Reduction (I'd assume it means the barbarian damage reduction, but it just says 'you do not gain damage reduction')
Benefit: You apply the number of points of damage reduction you would otherwise gain (from any source? Doesn't say) as a luck bonus on all saving throws.
(that's... grammar inadequacies aside, that's actually pretty nifty)
Fearsome Gaze
Level: 7
Replaces: Indomitable Will (and your trap sense ability goes down by 1)
Benefit: You gain a +4 bonus to intimidate checks, and you can use your strength instead of charisma as your key intimidate ability score. You and your target must be within 60 ft and must be able to see eachother.
(If you're going for an intimidatomancer you're probably never going to make it to barb level 7. Still, for a straight barb it's not a terrible opotion, certainly)
Relentless Smash
Level: 20th
Replaces: Mighty Rage
Benefit: If you make a successful crit agianst an opponent or strike him at least three times in the same round your opponent is stunned for 1d3 rounds. Furthermore if you opponent is of your size or smaller, he must make a DC 10+total damage dealt this round to him fort save or be knocked prone.
(Not bad. A little situational (isn't it always?) but definitely a neat ability)
Unshakable
Level: 5th
Replaces: Improved Uncanny Dodge
Benefit: You are immune to fear effects.
Paladin ACFs
Angel's Sight
Level: 3rd
Replaces: Divine Health
Benefit: gain darkvision 60 ft and low-light vision.
(Yeah... no. I'd rather have divine health. I can buy darkvision for pretty cheap, but health? Notsomuch)
Aura of Banishment
Level: 6th
Replaces: Remove Disease.
Benefit: An aura of banishment surrounds you out to 30 ft. Only evil outsiders can feel the aura and suffer from its effects. No evil outsider with fewer HD than your paladin level can be summoned into this area, nor can any such creatures use summoning or teleporting effects.
In addition, the aura grants you a +2 to intimidate vs evil outsiders.
(Eh.... remove disease can be a deadweight, sure, but I think this is a bit too situational to be of real use. If you're in a planar campaign though, definitely something to look at)
Aura of Sanctity
Level: 4th
Replaces: Turn Undead
Benefit: Choose one of the following effects. Compulsion (including possession), death effects, petrification. You are immune to that effect. Allies within your aura of courage gain a +4 bonus on saves vs your chosen effect.
(Neat. Potentially very good, especially if you aren't aiming for DMM or fighting undead. Or if you're going to lose turning anyways, like being a bone knight)
Gaze of Truth
Replace detect evil with discern lies 1+cha mod/day for 1 round per paladin level per use. Add discern lies to your spells known.
(Eh, could be great in an intrigue campaign)
Hunter of Fiends
Level: 1st
Replaces: Smite Evil and Knowledge (royalty and nobility) as a class skill.
Benefit: Gain outsider (evil) as a favoured enemy, except the bonus equals half your paladin level (minimum +1). You also gain track as a bonus feat and survival and knowledge (the planes) as class skills.
(Note: At 10th level a paladin with this feature would have +5 to bluff, listen, sense motive, spot, and survival vs evil outsiders, and a +5 on weapon damage rolls vs those creatures. This would be +10 at level 20. That's pretty cool actually.)
Smiting Arrow
Level: 1st
Replaces: Proficiency with heavy armor and shields
Benefit: You gain the ability to smite evil with a ranged attack up to 30 feet.
(I'd assume this would work with other paladin variants, substituting their various smite effects. Regardless it's a nice feature if you're aiming for some sort of dextrous bow paladin)
Sword of Celestia (No pony jokes please)
Level: 5th
Replaces: Paladin Special Mount ability.
Benefit: Choose a specific kind of weapon (ie: longsword, longbow, rapier- that sort of thing) a Powerful Good Outsider crafts a weapon of this kind for you. The Smith requires you give the weapon a name. You can summon the weapon to your hand or return it to its resting place in the celestial forges as a free action, and you can call it to your hand even if it's not in its resting place (such as if you have been disarmed)
You may call this waepon a number of times per day equal to 1 + your wisdom modifier (minimum 1/day). Whatever its kind, the weapon is of intricate and unearthly beauty, although you are bound by oath never to sell or give the weapon to any other creature (even to loan it to a friend). The weapon is a +1 weapon of its kind at 4th level, +2 at 10th, and at 15th it becomes a +2 holy weapon, and a +2 holy lawful weapon at 20. It overcomes damage reduction as if it were good aligned, and cure spells and other healing magic repair damage to it as if it were a living creature. you may expend gold and xp to enhance the weapon as if you had the craft magic arms and armor feat (on top of what the weapon is through this ability).
If the weapon is ever destroyed, a different celetial weaponsmith crafts you a new weapon, presenting it to you a year and a day after your previous weapon was destroyed. You can choose the same or a new kind of weapon.
(Note: Since you can use healing magic on it, you could probably use curative magic to bring it back from the dead if someone sunders it)
(This is actually pretty badass for a non-mounted paladin, and definitely very thematic.)