Don't know if it's online. All the class rules etc. are Open Content, so there could be a wiki somewhere.
Anyway:
[sblock=Agent]
Agent is kind of the Rogue class. Heavy on the skill points and the sneaky stuff.
Level 1
+0 BAB, Fort, Will and Defence
+2 Reflex
+2 hit points
8 + Int skill points, from Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Computer Use (Int), Concentration (Con), Drive (Dex), Intimidate (Cha), Intrigue (Cha), Investigate (Int), Knowledge (law, specific culture or specific local), Linguistics (Int), Notice (Wis), Pilot (Dex),Profession (blue collar) (Wis), Profession (performing) (Cha), Profession (white collar) (Int), Sense Motive (Wis), Stealth (Dex) and Subterfuge (Dex)
+2 to any two Influences
Proficient in Close Combat, Grenade and Pistol weapons
1st level class ability: Master of the Craft. Skill Focus feat in one of Bluff, Computer Use, Concentration, Intrigue, Investigate, Notice, Sense Motive, Subterfuge or Stealth. Also gained at 5th and 10th level.
Other abilities:
Multi-skilled. 2nd and 7th level. May choose any cross-class skill and make it class skill.
Opportunism. 3rd, 6th and 9th level. Choose from Crippling Attack, Sneak Attack or Stunning Attack (which act pretty much as they do in D&D)
Skill Mastery: 4th and 8th level. Choose a skill, you may always Take 10.
[/sblock]
[SBLOCK=Diplomat]
Diplomat makes strong use of the Influence rules.
Level 1
+0 BAB, Fort, Reflex, Defence
+2 Will
+1 hit point.
6 + Int skill points in: Appraise (Int), Bluff (Cha), Computer Use (Int), Diplomacy
(Cha), Intimidate (Cha), Intrigue (Cha), Knowledge (history, law, philosophy, specific culture or specific local) (Int), Linguistics (Int), Profession (white collar) (Int) and Sense Motive (Wis)
Political Influence (native culture) +2, and +1 in three other Influences.
Proficient with Pistol weapons.
1st level class ability: Cultural Diversity. Bonus feat from one of Alien Empathy, Contact, Fluency, Resist Scan, Skill Focus (Knowledge (specific culture or specific local) or Linguistics). Also gained at 4th, 7th and 10th level.
Other class abilities:
2nd level: Improved Diplomacy. +2 to Diplomacy and Sense Motive.
3rd level: Strong Influence. Reduced penalties for re-using Influence.
8th level: Swift Diplomacy. -5 to 1 round Diplomacy instead of -10.
8th level: Aide. You get a little helper!
9th level: Powerful Influence. As Strong Influence, but even smaller penalties.
[/sblock]
[sblock=Telepath]
For 2nd level telepath you get:
+1 BAB, +3 Will, +1 Defence, +0 Reflex and Fort.
+2 hit points
+2 to any two Influences.
4 + Int skill points in: Bluff (Cha), Concentration (Con), Diplomacy (Cha),
Intimidate (Cha), Intrigue (Cha), Investigate (Int), Knowledge (specific culture, specific local or telepathy) (Int), Linguistics (Int), Notice (Wis), Sense Motive (Wis) and Telepathy (Cha)
2nd level class ability: Discipline focus. Choose one of the five Telepathic
Disciplines (Scanning, Sensing, Blocking, Communication or Biokinetics). When using a power associated with this Discipline, the telepath rolls d3s when determining nonlethal damage, rather than d4s. (Also gained at 4th, 7th and 10th level.
Other class abilities:
Telepathy Feat: 3rd, 6th and 9th. Bonus Telepath feat.
Maintain Concentration: 5th level. May concentrate on telepathic ability as a free action rather than a standard.
For the record, Daze is a Biokinetic ability.
[/sblock]
Just as a reminder, Intrigue is Gather Information and Disguise. Subterfuge is Disable Device, Sleight of Hand and the distraction to hide part of Bluff.