Most of these could open up some interesting multiclassing opportunities, I think.
- Epic Heavy Armor Optimization - The capstone of the Heavy Armor Optimization feat tree, increases all bonuses given to +3 (up from +2).
- Elemental Essence - Spend one wildshape to gain 20 rounds of +1d6 elemental damage and DR 5 against the selected element. Chooses between acid, cold, electricity and fire.
- Daring Outlaw - Requires Grace 1 and Sneak Attack 2d6. Rogue, phantom and swashbuckler levels stack for the purposes of determining sneak attack damage.
- Devoted Tracker - Requires Paladin level 5, Tracking, and Animal/Telthor Companion. Your companion gains Dash, Improved Evasion and +2 Dodge AC. Paladin levels from 5 onward count towards animal companion progression. If you have 15 or more levels of Paladin, your companion gains SR equal to 5 plus its HD.
- Ember Guard Shape - Requires Elemental Shape and Druid level 25. Adds the Ember Guard elemental form: (Okay, this one probably needs toning down first.)
- STR 30, DEX 15, CON 26.
- 35 unbuffed AC (10 base, 22 Natural, -1 Size, +4 DEX [sic]).
- Fast Healing 5.
- DR 15/-.
- Immune to fire, poison, disease, critical hits, paralysis, and sneak attacks.
- 10 DR against acid and cold.
- Vulnerable to cold?
(Maybe the DR is supposed to be against electricity instead of cold?) - SR 24.
- Darkvision.
- Base damage is 11-18 bludgeoning, 1-6 fire.
- Has a permanent fire shield effect, dealing 1-6 fire damage to melee attackers.
- Exalted Companion - Requires Animal Companion. Instead of an animal companion, you have a good celestial or evil fiendish companion. Your companion gains the Celestial template if good or neutral and the Fiendish template if evil. This amounts to:
- HD+5 spell resistance
- DR 5/magic, increases to 10/magic at level 12.
- +4 AB.
- Darkvision.
- Gains elemental DR 5, increases to 10 at level 8. Fiendish companions get DR against cold and fire damage, while celestial companions get DR against cold, electricity and acid damage.
- Exalted Natural Attack - Requires BAB 5 and Wild Shape. Natural attacks (creature weapons) deal +1 Divine damage. Increases to 1-4 Magical damage against outsiders or undead.
- Exalted Wild Shape - Requires BAB 6 and Wild Shape. Can transform into a celestial or fiendish template of your usual animal forms. (Same stat improvements as Exalted Companion, except for the absence of the +4 AB bonus.)
- Martial Stalker - Requires Ki Power and 1 Fighter level. Your fighter and ninja levels stack for the purpose of determining the size of your ki pool and AC bonus. Can be selected as a fighter bonus feat.
- Melodic Casting - Requires Perform 4, Spellcraft 4, and Bardic Music. If your base ranks in Perform exceed your base ranks in Concentration, the difference is added to your Concentration checks.
- Sanctify Strikes - Requires Paladin level 8 and 15 Charisma. Your attacks deal +2 Divine damage.
- Shared Fury - Requires Survival 4, Animal Companion, and either Rage or Frenzy. When you rage or frenzy, the effects are shared with your animal companion.
- Skilled Offense - When attempting to attack a parrying opponent, your character level is added to the target's Parry DC.
- Song of the Heart - Requires Bardic Music, Inspire Competence, and Perform 6. Inspiration effects are increased by +1. DCs for Cloud Mind, Fascinate, Song of Haven and Inspire Slowing are increased by +1. Countersong's SR bonus is increased by +1.
- Toxic Gift - Requires Plant Shape. Spend one wildshape to gain CL*2 rounds of +1d4 acid damage.