I am not sure about some of these feats but here are the Monk and Paladin abilities. New feat type [SUPERNATURAL] as with [GENERAL] but are Supernatural abilities.
AURA [GENERAL]
Prerequisites: Base Will Save +2
Benefit: You have a aura corresponding to the one component of your alignment (chaotic, evil, good, or lawful) (see the detect evil spell for details) equal to your character level.
DETECT ALIGNMENT [GENERAL]
Prerequisites: Aura, Base Will Save +2
Benefit: At will, you can use the detect alignment spell opposed to the alignment of your Aura feat as a spell-like ability.
SMITE[SUPERNATURAL]
Prerequisites: Aura, Powr Attack, Cha 13+
Benefit: Once per day, you may attempt to smite the alignment opposed to the alignment of your Aura feat with one normal melee attack. You adds your Charisma bonus (if any) to your attack roll and deals 1 extra point of damage per character level. If you accidentally smites a creature that is not of an opposed alignment, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, you may use smite one additional time per day to a maximum of five times per day at 20th level.
AURA OF COURAGE [SUPERNATURAL]
Prerequisites: Aura (Good) or (Law), Base Will Save +4
Benefit: You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.
AURA OF DESPAIR [SUPERNATURAL]
Prerequisites: Aura (Law) or (Evil), Base Will Save +4
Benefit: Each enemy within 10 feet of you gains a -2 penalty to all saving throws.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.
DEBILITATING AURA [SUPERNATURAL]
Prerequisites: Aura (Evil) or (Chaos), Base Will Save +4
Benefit: Each enemy within 10 feet of you gains a -1 penalty to Armor Class.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.
AURA OF RESOLVE [SUPERNATURAL]
Prerequisites: Aura (Chaos) or (Good), Base Will Save +4
Benefit: You are immune to compulsion effects. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against compulsion effects.
Special:This ability functions while you are conscious, but not if you are unconscious or dead.
DIVINE GRACE [SUPERNATURAL]
Prerequisites: Aura, Cha +13, Base Fort Save +4, Base Reflex Save +4, Base Will Save +4
Benefit: You gain a bonus equal to her Charisma bonus (if any) on all saving throws.
LAY ON HANDS [SUPERNATURAL]
Prerequisites: Aura, Turn Undead, Cha +13, Base Will Save +4
Benefit: Each day you can heal a total number of hit points of damage equal to your character level x your Charisma bonus. You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.
REMOVE DISEASE [GENERAL]
Prerequisites: Lay on Hands, Heal +8
Benefit: You can produce a remove disease effect, as the spell, once per week. You can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
DIAMOND SOUL [GENERAL]
Prerequisites: Aura, Base Will Save +6
Benefit: You gain spell resistance equal to your current character level. In order to affect you with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the your spell resistance.
IMPROVED DIAMOND SOUL [GENERAL]
Prerequisites: Diamond Soul, Base Will Save +10
Benefit: Your spell resistance from the Diamond Soul feat increases to your character level +10.
TONGUE OF THE SUN AND MOON [GENERAL]
Prerequisites: Diamond Soul, Diplomacy +12, Sense Motive +12
Benefit: You can speak with any living creature
WHOLENESS OF BODY [GENERAL]
Prerequisites: Aura, Base Fort Save +4, Base Will Save +4
Benefit: You can heal your own wounds. You can heal a number of hit points of damage equal to twice your current charcter level each day, and you can spread this healing out among several uses.
VENOM IMMUNITY [SUPERNATURAL]
Prerequisites: Wholeness of Body, Base Fort Save +6, Base Will Save +6
Benefit: You gain immunity to poisons of all kinds.
DIVINE HEALTH [SUPERNATURAL]
Prerequisites: Wholeness of Body, Base Fort Save +6, Base Will Save +6
Benefit: You gain immunity to all diseases, including supernatural and magical diseases.
TIMELESS BODY [GENERAL]
Prerequisites: Diamond Body, Divine Health, Base Fort Save +8, Base Will Save +8
Benefit: You no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.
FAST MOVEMENT [GENERAL]
Prerequisites: Base Fort Save +2, Base Reflex Save +2
Benefit: Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the your speed because of any load carried or armor worn.
IMPROVED FAST MOVEMENT [SUPERNATURAL]
Prerequisites: Fast Movement, Base Fort Save +6, Base Reflex Save +6
Benefit: You gain a +30 enhancement bonus to your speed. You loses this extra speed when in armor or carrying a medium or heavy load.
GREATER FAST MOVEMENT [SUPERNATURAL]
Prerequisites: Improved Fast Movement, Base Fort Save +10, Base Reflex Save +10
Benefit: Your enhancement bonus to your speed form Improved Fast Movement increases by +30 (total +60).
SLOW FALL [GENERAL]
Prerequisites: Fast Movement, Base Fort Save +4, Base Reflex Save +4
Benefit: When you are within arm’s reach of a wall can use it to slow your descent. You take damage as if the fall were 20 feet + 10 feet per 4 levels shorter than it actually is.
IMPROVED SLOW FALL [GENERAL]
Prerequisites: Fast Movement, Base Fort Save +10, Base Reflex Save +10
Benefit: You can use a nearby wall to slow your descent and fall any distance without harm.
MINDFUL BONUS [GENERAL]
Prerequisites: Aura, 13+ in chosen mental stat
Benefit: When unarmored and unencumbered, the you adds your abiltiy score bonus from your chosen mental stat (Int, Wis, or Cha) to your AC.
These bonuses to AC apply even against touch attacks or when the you are flat-footed. You lose this bonuse when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
FLURRY OF BLOWS [GENERAL]
Prerequisites: Improved Unarmed Strike
Benefit: When unarmored, you may strike with a flurry of blows at the expense of accuracy. When doing so, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action. You must use a full attack action to strike with a flurry of blows. When using flurry of blows, you may attack only with unarmed strikes.
IMPROVED FLURRY OF BLOWS [GENERAL]
Prerequisites: BAB +4, Flurry of Blows, Greater Unarmed Strike
Benefit: The -2 penalty when using Flurry of Blows is removed.
GREATER FLURRY OF BLOWS [GENERAL]
Prerequisites: BAB +12, Improved Flurry of Blows, Monk's Bonus
Benefit: You gain two additional attacks when using Flurry of blows.
WEAPON FLURRY OF BLOWS [GENERAL]
Prerequisites: Flurry of Blows, Proficiency with at least one monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, or siangham)
Benefit: When using flurry of blows, you may attack with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) in additon ro unarmed strikes. You may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, you apply your Strength bonus (not Str bonus x 1-1/2 or x1/2) to your damage rolls for all successful attacks, whether you wield a weapon in one or both hands. You can’t use any weapon other than a special monk weapon as part of a flurry of blows.
GREATER UNARMED STRIKE [GENERAL]
Prerequisites: Improved Unarmed Strike, Weapon Focus (Unarmed Stike)
Benefit: You Unarmed Strikes do damage equal to a monk of your character level.
KI STRIKE [SUPERNATURAL]
Prerequisites: Greater Unarmed Strike, Aura, Will +4
Benefit: Your unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
ALIGNMENT KI STRIKE [SUPERNATURAL]
Prerequisites: Ki Strike, Aura, Will +6
Benefit: Your unarmed attacks are treated as weapons of same alignment as you Aura for the purpose of dealing damage to creatures with damage reduction.
MATERIAL KI STRIKE [SUPERNATURAL]
Prerequisites: Ki Strike, Aura, Will +10
Benefit: Your unarmed attacks are treated as being made of one type of special material (either silver, cold iron, or adamantine) for the purpose of dealing damage to creatures with damage reduction.
Quivering Palm [SUPERNATURAL]
Prerequisites: Ki Strike, Stunning Fist, Will +8
Benefit: You can set up vibrations within the body of another creature that can thereafter be fatal if you so desires. You can use this quivering palm attack once a week, and you must announce your intent before making your attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter you can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to your character level. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 your level + your Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.