Here are a few things cut and pasted from some fighter variants and other stuff of mine....
Guardian Trait: At 8th-level, a guardian develops a special technique, discipline, or quality about him that bolsters his mental or physical stamina and acuity. Every four levels following that, the guardian gains another guardian trait. Each of these is chosen from the list below, which can only be selected once each.
Steadfast Sentinel: The guardian is well-trained and practiced in the art of stopping foes in their tracks, and can prevent enemies from closing into melee or fleeing. Whenever an enemy would pass into, out of, or through the guardian’s threatened area with any movement besides a 5-foot step, the guardian may make an attack of opportunity against that foe, which counts against their normal limit of attacks of opportunity that round (it is not an extra attack of opportunity). If the guardian’s attack of opportunity succeeds in hitting the enemy, the stricken foe must attempt a Strength check against a DC of 15 + the damage dealt by the guardian’s attack of opportunity. If the Strength check fails, the enemy’s movement is ended just before they would enter the guardian's threatened area (or rather, they are stopped and forced back into that space), or just after reaching the space in which they provoked the attack of opportunity, or just after they leave the guardian's threatened space if they were leaving it.
Intuitive Strike: The guardian has keen senses and perception, noticing his enemies' fighting styles and the openings in others' defenses. With their keen observation and instincts, the guardian adds their Wisdom modifier, if positive, to their attack and damage rolls with weapons, unarmed strikes, and natural weapons. However, this only applies against opponents the guardian has fought for at least 5 rounds in a row, whether it has been in the current battle or some prior battle. For opponents from previous battles, the guardian must be able to recognize the creature in order to gain this bonus against it, or at least think they recognize it (although they do not get the bonus if the creature actually turns out to be a different one).
Master Defense: The guardian has mastered defensive techniques that make him very difficult to harm when he goes on the defensive. When fighting defensively or using the Expertise feat, the guardian gains an additional +1 dodge bonus to AC, and the attack penalty he suffers may by switched to a penalty on all weapon, unarmed strike, and natural weapon damage rolls. When taking the total defense action, the guardian gains a +2 dodge bonus to AC in addition to that granted by the total defense action itself. When the guardian uses a shield, or when they wield a weapon in their primary hand and another in their off-hand (or simply a double weapon held in two hands), they gain a +1 dodge bonus to AC.
Still Mind (Ex): The guardian develops superior force of will and greater control over his emotions and thoughts. Thus, the guardian gains a +3 bonus on Will saves versus spells and effects belonging to the Enchantment school of magic, as well as similar psionic powers and effects, such as all powers of the Telepathy discipline and certain other psionics.
Tactician: The skirmisher is skilled at tactics and evading harm through clever tricks, feints, distracting foes, and making random movements to confuse the enemy. Thus, a skirmisher gains a dodge bonus to AC equal to their Intelligence modifier, if positive. This bonus only applies while the skirmisher is in medium armor, light armor, or no armor, and carrying no more than a medium load. Unlike other bonuses, dodge bonuses like this stack with eachother, but dodge bonuses are lost whenever the character would lose their Dexterity bonus to AC, if any.
Superior Tactician: After reaching 11th-level, the skirmisher develops superior tactical skills and maneuvers, which further enhance his capability in battle. The skirmisher's tactical knowledge allows him to ignore the first attack of opportunity made against him each round, as he is able to more effectively evade such attacks, and to move fluidly and swiftly enough to prevent the enemy sufficient time to react. Also, the skirmisher gains a bonus to Initiative equal to their combined, positive Intelligence and Wisdom modifiers.
Subdue Prey: Beasthunters learn by 7th-level to capture targets without slaying them, when it is necessary to question an intruder, bring in a foe to be judged, or relocate animals whose presence is unhealthy to the tribe's or territory's livelihood. They suffer no penalty to attack rolls for dealing subdual damage with weapons not intended for such. It takes half the normal number of rounds or actions for the beasthunter to fold up a net for proper use, or to apply manacles to a creature, or to bind a creature with rope, chain, or cord. If it would normally take an odd number of rounds to do so, reduce the odd round to a move-equivalent action. If it would normally only take a single move action, move-equivalent action, standard action, or partial action to do so, it may instead be performed as a free action up to twice per round.
Cunning Defense: Swashbucklers have keen instincts and tactical skills, with a knack for feints and distractions. As long as the swashbuckler is wearing light armor or no armor, using a buckler or no shield at all, and carrying no more than a light load, they add their Intelligence modifier to Armor Class as a competence bonus, but only if their Intelligence modifier is positive. Cunning Defense does not function if the swashbuckler is wielding a weapon of any size category larger than him- or herself, nor does it work if the swashbuckler is wielding two weapons that are the same size category as him- or herself. The AC bonus from this ability is lost whenever the swashbuckler is being denied a Dexterity bonus to AC (regardless of whether or not their Dexterity modifier is positive).
Defender Trait: At 1st-level and every three levels following that, the endari defender gains a special ability representing their training and inner focus, chosen from the list below. Each defender trait may only be selected once unless stated otherwise. Defender traits are extraordinary abilities, except for bonus feats gained this way.
Enduring as Earth: This defender trait increases the character’s stamina, granting them a +6 bonus on checks to perform physical actions over extended periods of time (running, swimming, holding their breath, and so on). This bonus stacks with the Endurance feat if the endari defender has or gains that feat. Regardless, the endari defender gains half of this ability's bonus on any other saving throws against fatigue, sleep, and drowsiness effects.
Grip of Granite: This defender trait improves the character’s grip and stability, granting them a +4 bonus on grapple checks, rolls to keep from being disarmed in combat, opposed checks to keep from being tripped in combat, and opposed checks to keep from being moved when bull rushed. The endari defender also deals +2 damage with any damaging grapple checks.
Mettle of Metal: This defender trait increases the endari defender's hit point maximum by +1 per two hit dice. The character also gets +1 to Initiative and +1 on all saving throws.
Steadfast as Stone: This defender trait increases the character’s determination and willpower, granting them a +3 bonus on Will saving throws. They get a further +1 on saves against fear.
Strong as Steel: This defender trait makes the endari more powerful in unarmed combat, bestowing him with a +3 bonus to damage with unarmed strikes and gauntlets, but not with grapple checks. The endari defender may deal normal damage unarmed without the usual attack roll penalty, but not when grappling.
Snappy Attack (Ex): By the time they reach 7th-level, an archer has honed their reflexes pretty well for battle, and has even picked up a trick or two for applying their snappy reflexes. When the archer makes a single weapon, natural weapon, or unarmed attack with a standard action, whether melee or ranged, he or she adds their Dexterity modifier as a competence bonus to the damage roll. This only applies if his or her Dexterity modifier is positive, and it does not apply to grapple check damage. The bonus damage from Snappy Attack is multiplied normally on a critical hit. This is an extraordinary ability.
Mounted Archery Focus: Archers of 9th-level or higher have some talent in mounted combat with ranged weapons, thus reducing the penalty on ranged attack rolls while mounted by 4 points. This is factored in after any other reductions, such as from Mounted Archery if they have that feat.
Mighty Shot (Ex): At 20th-level onward, the archer is able to focus greater striking power into his ranged weapon attacks, at the expense of accuracy. This extraordinary ability allows the archer to choose at the beginning of his or her turn to take a penalty on all ranged weapon attack rolls until his next turn, in exchange for an equal bonus on ranged weapon damage. The attack roll penalty taken may be any amount equal to or less than the archer's total Base Attack Bonus. The bonus damage is multiplied normally if a critical hit is scored, and the bonus damage applies normally against targets that are not subject to critical hits.
Tactical Dodge: By 10th-level the battlemaster develops keen tactics for self-defense and is able to use their wit and cunning to greater effect in battle. Thus, they gain a +2 bonus to their effective Dexterity modifier (not score), for the sole purpose of determining Dexterity bonus to AC. As a result, armor and carried loads can limit this benefit. Tactical Dodge does not apply when the battlemaster is being denied a Dexterity bonus to AC.
Critical Accuracy: Battlemasters develop greater skill at aiming their strikes against vital areas of their opponents, so by 19th-level they gain a +3 bonus on threat rolls to confirm critical hits.
Indomitable: By 3rd-level, the champion has acquired a variety of minor but useful combat tricks for giving them a tactical edge. The champion becomes more difficult to stop and seems to have a certain ease when it comes to stopping the advances and tactics of enemies. A champion of 3rd-level or higher gains a +2 bonus on opposed ability checks for making and resisting trip attempts, and bull rushes as well. He or she gains a +2 bonus on opposed attack rolls for disarming, opposed attack rolls to avoid being disarmed, grapple checks, attack rolls against objects, melee touch attacks to start a grapple, and to his or her own Armor Class as a dodge bonus against melee touch attacks to start a grapple. The champion also gains a +2 dodge bonus to Armor Class for purposes of avoiding attacks directed against his or her equipment worn and carried. He or she also gains a +2 bonus to damage when attacking objects with unarmed strikes, weapons, and natural weapons. In addition, as an extraordinary ability, the champion automatically stabilizes each round when at negative hit points. The other benefits of Indomitable are not extraordinary abilities.