The Fighter
Alignment: Any
Hit Die: 1d10
Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Bonus Feat, Sneak Attack +1d6, Trapfinding
2nd|+2|+3|+3|+3|Bonus Feat, Rough & Tumble
3rd|+3|+3|+3|+3|Sneak Attack +2d6
4th|+4|+4|+4|+4|Bonus Feat, Trap Sense +1
5th|+5|+4|+4|+4|Sneak Attack +3d6, Uncanny Dodge
6th|+6/+1|+5|+5|+5|Bonus Feat
7th|+7/+2|+5|+5|+5|Sneak Attack +4d6, Trap Sense +2
8th|+8/+3|+6|+6|+6|Bonus Feat
9th|+9/+4|+6|+6|+6|Sneak Attack +5d6, Improved Uncanny Dodge
10th|+10/+5|+7|+7|+7|Special Ability, Trap Sense +3
11th|+11/+6/+1|+7|+7|+7|Sneak Attack +6d6
12th|+12/+7/+2|+8|+8|+8|Bonus Feat
13th|+13/+8/+3|+8|+8|+8|Special Ability, Trap Sense +4
14th|+14/+9/+4|+9|+9|+9|Bonus Feat
15th|+15/+10/+5|+9|+9|+9|Sneak Attack +7d6
16th|+16/+11/+6/+1|+10|+10|+10|Special Ability, Trap Sense +5
17th|+17/+12/+7/+2|+10|+10|+10|Sneak Attack +8d6
18th|+18/+13/+8/+3|+11|+11|+11|Bonus Feat
19th|+19/+14/+9/+4|+11|+11|+11|Special Ability, Trap Sense +6
20th|+20/+15/+10/+5|+12|+12|+12|Bonus Feat, Master Strike
Class Skills (8 + Int modifier): Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Open Lock, Perform, Profession, Search, Ride, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope.
Proficiencies: A Fighter is proficient with all simple and martial weapons as well as all armors and shields.
Bonus Feats: As Fighter.
Sneak Attack: As Rogue.
Trapfinding (Ex): As Rogue.
Rough & Tumble (Ex): As Evasion, but also turns Fort Partial saves into Fort negates.
Trap Sense (Ex): As Rogue.
Uncanny Dodge (Ex): And Improved Uncanny Dodge. As Rogue.
Special Abilities: As Rogue. Can take a feat (any feat) or gain 1d6 Sneak Attack instead of the normal options.
Master Strike (Ex): Upon reaching 20th level, a Fighter becomes incredibly deadly when dealing sneak attack damage. Each time he deals sneak attack damage, he can choose one of the following three effects:
The target can be...
put to sleep for 1d4 hours
paralyzed for 2d6 rounds, or
slain
Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the Fighter's level + the Fighter's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to the effect for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
To me, it looks roughly comparable to a poorly-played Warblade, and as such, it should be fine at just about any game table. Sadly, I know of not a single DM that would allow the above class to be played in their game, other than myself.