I'm not sure if anyone has gone about trying to find a list of the mechanics that explicitly make reference to extraordinary abilities (for example, mechanics that derive from spells, class features, etc.).
An obvious example is polymorph and related spells that change your form (and in turn your access to certain extraordinary abilities).
Another example is the level 19 ability of the factotum, which lets you "prepare" extraordinary class abilities for use throughout the day:
Cunning Brilliance (Ex): At 19th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points as a free action, you gain the benefits and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day. For example, if you use a monk's flurry of blows ability, you gain all the benefits and drawbacks described under Flurry of Blows. You do not gain the benefits of unarmed strike, because that is a separate ability in the monk's class description.
Does anyone else know of other mechanics that explicitly concern extraordinary abilities?
Inspiration for Question
I'm trying to get a nuts-and-bolts answer to this question about whether or not feats are extraordinary abilities by default, but of course, there's a lot to dig into. I figure a good way to go is to look at all the explicit mechanics involving extraordinary abilities. The factotum answer above seems to indicate that one could take a monk's Unarmed Strike ability (PHB p.41), which has no label (Ex or otherwise) and thus by RAW from the PHB (p.180) would be designated as a natural ability. If that were true then I guess you could also pick fighter feats using the factotum ability (their bonus feats aren't labelled as extraordinary by the same logic as unarmed strike)?
The picture that's emerging slowly is that you have three kinds of (special) abilities: spell-like, supernatural and everything else. I see no mechanical difference between extraordinary abilities, natural abilities (PHB p.180), feats or anything else that doesn't qualify as spell-like or supernatural, other than the fact that extraordinary abilities are differentiated as racial or non-racial for the form-changing spells like polymorph.