Fighter as (over-the-top) fighting styles.
Basic chassis is as present. In addition, at first level, the Fighter chooses a distinct fighting style, and gains additional benefits relating to that style at every odd level. At 6th level, choose a second fighting style. You gain the benefits of that style as a Fighter of your level -5. At 11th level, you gain a third fighting style as a Fighter of your level -10. At 16th level, you gain a fourth and final fighting style as a Fighter of your level -15.
Oversized Weapon Fighter
Wield a huge sword. Or a ballista. Your choice, I'm not picky.
Skills:
At 1st level, you count as one size category larger than normal when determining which weapons you can wield and your carrying capacity. In addition, once per day per Fighter level plus once more per 4 non-Fighter levels, you can declare any attack you make with any oversized weapon to be a crushing blow. Make the attack as normal, but if it deals damage, any creature damaged must make a Fort save (DC 10 + 1/2 your character level + your Str modifier) or be stunned for 1 round.
At 3rd level, when wielding an oversized melee weapon, your reach with that weapon increases as though you were one size category larger. Additionally, you gain the benefits of the Far Shot feat when using oversized ranged weapons.
At 5th level, you can perform a sweeping strike with an oversized weapon once per round in place of a normal attack. If you would make a melee attack, it applies to all opponents in a cone with a radius equal to your reach. If you would make a ranged attack, it applies to all opponents in a line with a range equal to your range increment. Use the same attack roll and apply it to all targets affected. Sweeping strikes ignore miss chances caused by concealment.
At 7th level, your attacks with oversized weapons ignore all damage reduction or hardness your targets may have. In addition, you gain a shield bonus to AC equal to the number of dice of damage done by your oversized weapon's base damage.
At 9th level,
At 11th level,
At 13th level,
At 15th level,
At 17th level,
At 19th level,
At 20th level,
Lightning Bruiser
Hit them hard and hit them fast.
Skills: Tumble
This is not the TWF style, although it'll be extremely synergistic with it. Abilities to come.
At 1st level, you add your Dexterity modifier to weapon damage rolls. You gain a dodge bonus to your armor class equal to the number of attacks you've made since the beginning of your last turn.
At 3rd level, you gain the Sudden Strike ability as a Ninja of half your Fighter level.
At 5th level, you gain a bonus to all movement speeds equal to 5' per 2 Fighter levels, and you can move up to half your speed as part of making a full attack.
At 7th level,
At 9th level,
At 11th level,
At 13th level,
At 15th level,
At 17th level,
At 19th level,
At 20th level,
Determinator
Implacable, unstoppable, and don't take no crap off of nobody.
Skills: Autohypnosis
At 1st level, you gain Diehard as a bonus feat (even if you don't qualify for it). Treat your nonlethal damage as 10 points less when determining whether you are staggered or unconscious. Further, you gain DR/- and acid, cold, electricity, fire, and sonic resistance equal to your base Fortitude save.
At 3rd level, you gain Mettle, as the Hexblade class feature.
At 5th level, you can act normally while at negative hit points, and both the amount of nonlethal damage you can ignore and the negative hit point total you die at are increased by your Fighter level multiplied by your base Fortitude save.
At 7th level, you can reroll one failed saving throw each round. Alternatively, you can make a new saving throw against a single ongoing effect affecting you for which you failed your saving throw. If you succeed, the ongoing effect's effect is reduced as though you had originally succeeded on your saving throw.
At 9th level, you gain fast healing equal to your base Fortitude save. In addition, you gain a morale bonus to your armor class equal to the number of attacks that hit you since the beginning of your last turn.
At 11th level, you become immune to death effects and gain a +4 bonus on saves against mind-affecting effects. Movement-impairing effects, even complete immobilization, cannot reduce the distance you move to less than half (rounded up to the nearest 5 feet).
At 13th level, you gain Improved Mettle. Whenever you fail a Fort or Will save against an affect to which Mettle could apply, you suffer the reduced effect instead.
At 15th level,
At 17th level,
At 19th level,
At 20th level, you gain regeneration 20. No type of damage bypasses your regeneration. In addition, you can end any one ongoing effect affecting you each round, as though the effect's duration had expired.
Juggernaut
An impenetrable wall of steel.
Skills:
At 1st level, while wearing heavy armor or wielding a shield, you do not provoke attacks of opportunity for moving out of a creature's threatened spaces while you move closer to that creature, and any movement away from you, even 5' steps and movement with the Tumble skill, provokes attacks of opportunity.
At 3rd level, you gain the Evasion ability, except that it only applies while wearing heavy armor or while wielding a shield. In addition, you add your shield bonus to armor class to your Reflex saves as well.
At 5th level, you reduce the total armor check penalty of your armor, shield, and load by your base Reflex save. Additionally, your movement speed and running speed are no longer reduced due to wearing armor or carrying a medium or heavy load.
At 7th level, your armor and shield bonuses to armor class apply against touch attacks and incorporeal touch attacks.
At 9th level, while wearing heavy armor or wielding a shield, you can freely move through the spaces of creatures of your size or smaller. When you do, you can make an Overrun attempt as a free action without provoking attacks of opportunity, and if successful your movement that turn does not provoke attacks of opportunity from the creature you overran.
At 11th level, you gain the Improved Evasion ability, except that it only applies while wearing heavy armor or while wielding a shield.
At 13th level,
At 15th level,
At 17th level,
At 19th level,
At 20th level,
Forgemaster
Make the weapons that make the peoples fall down.
Skills: Use Magic Device
At 1st level, you gain the Item Creation ability of an Artificer of your Fighter level, and you treat any weapon, armor, or shield you have personally created or enchanted as having an enhancement bonus 1 higher than normal while you use it.
At 3rd level, you gain Craft Wondrous Item as a bonus feat. While you use them, any items you have personally created or enchanted gain a +4 bonus on their saving throws.
At 5th level, you gain Craft Magic Arms and Armor as a bonus feat. While you use them, any items you have personally created or enchanted take only half the normal damage they would take (before hardness and other damage reductions).
At 7th level,
At 9th level,
At 11th level,
At 13th level,
At 15th level,
At 17th level,
At 19th level,
At 20th level,