Inspired by this thread, how about something like this:
Those who dedicate their lives to the art of fighting are unmatched in the ways of combat. Legends of great heroes abound – slaying a dragon single-handedly, deflecting magic back on those who cast it with a swipe of his sword, the ancient warrior able to turn anything he held into a deadly weapon – these are the tales of an age’s greatest fighters. From the humble farmer who picks up a plowshare and ends up saving the kingdom to the weapon master dedicated from childhood, being a true fighter is more than simple training. It is a passion, a calling, and the stuff from which legends are born.
Role: Fighters are the masters of the battlefield. Their incredible martial techniques and sheer versatility allow them to shape combat to best benefit them and their allies. Through nothing more than perfection in combat, they are capable of truly astounding deeds that seem mystical and can confound even the greatest shapers of magic.
Hit Die: d10
The fighter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier
The following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and every 3 levels thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 6th level, and every 3 levels thereafter (9th, 12th, 15th, 18th), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Expertise: Fighters are experts in combat, capable of handling any weapon with a great deal of skill. When making an attack, a fighter adds a +1 bonus to attack and damage rolls. This bonus increases by 1 at 5th level, and every 4 levels thereafter. This bonus is also added to the fighter’s CMB and CMD.
Once per day, a fighter can focus his expertise into one devastating attack. As a standard action, he can make one attack and double his expertise bonus for that attack. After the attack is resolved, the fighter’s expertise bonus is reduced to 0 until his next turn.
Martial Technique: As a fighter gains levels, he becomes more versed in the ways of combat. Starting at 2nd level, and every 3 levels thereafter, a fighter gains a martial technique. Unless otherwise noted, a fighter cannot select an individual power more than once.
Aim for the Heart – As a full round action, make one attack. If the attack hits, it deals normal damage and the target must make a Fortitude save (the DC is 10 + the fighter’s BAB) or die. This ability may be used once per day. A fighter must be at least 7th level to select this technique.
Alert – Add the fighter’s expertise bonus to his Initiative.
Armor Training – Increase the maximum Dex bonus allowed by the fighter’s armor and decrease the armor check penalty by an amount equal to the fighter’s expertise bonus. If this reduces the armor’s ACP to 0, the fighter may move at full speed while wearing the armor.
Battle Commander – As a full-round action, a fighter can lend his expertise to his allies by issuing commands and providing insight into combat. Allies within 30 ft. who can hear or see the fighter gain a competence bonus on their attack and damage rolls equal to the fighter’s expertise bonus for 1 round. The fighter can extend the duration of this effect with a standard action each subsequent round. The maximum duration of this ability is a number of rounds equal to the fighter’s Charisma modifier (minimum 1).
Counter – When a fighter successfully parries an attack, he may use the attack roll used to parry to make an attack on the opponent he parried. A fighter must have the Parry martial technique to select this martial technique.
Defensive Expertise – The fighter gains a dodge bonus to his AC equal to his expertise bonus.
Deflect Rays – A fighter can attempt to deflect any ray that targets him. As an immediate action, make an attack roll and compare it to the attack roll of the ray. If the fighter’s attack roll is higher, the ray is deflected harmlessly away. If the attack roll of the fighter exceeds that of the ray by 5 or more, the ray is reflected back at the caster, who becomes the new target. A ray cannot be deflected in this manner if the original attack roll was a natural 20. This ability can be used a number of times per day equal to the fighter’s expertise bonus. This ability can be chosen more than once. Each time it is chosen, increase the number of times per day it can be used by an amount equal to the fighter’s expertise bonus (these extra uses go up in value when the expertise value goes up).
Forge Master –The Fighter is not only a master of wielding weapons and armor, but also a master at their fabrication. He gains Craft Magic arms and Armor as a bonus feat, even if he does not meet the prerequisites. For the purposes of this feat, treat the Fighter's BAB as his caster level. Choose Craft (weaponsmith), Craft (bowyer), or Craft (armorsmith). The fighter gains a bonus on this skill equal to his expertise bonus.
Graceful Steps – Fighters can assess the flow of combat and move through it with effortless grace. A fighter that selects this maneuver can make a number of additional 5-foot-steps per round equal to his expertise bonus.
Improved Defensive Expertise – The fighter gains DR/- equal to his expertise bonus. This damage reduction stacks with other sources of DR/-. A fighter must have the Defensive Expertise martial technique to select this martial technique.
Fearful Reputation – The fighter gains a bonus to Intimidate equal to his expertise modifier. In addition, he can attempt to demoralize an enemy as a swift action.
Mental Focus – Some fighters focus their training on strengthening the power of their mind. A fighter who selects this martial technique adds his expertise bonus on all Will saves.
Parry - As a swift action, a fighter may prepare to counter an attack made against him. The next time before the fighter’s next turn a creature he threatens attacks him, he may make an opposed attack roll. If the fighter’s attack roll is higher, the original attack misses. A natural 20 on the attack roll of the opponent can only be parried by a natural 20 by the fighter. Regardless of the success of the parry, it uses an attack of opportunity. This ability can be used a number of times per day equal to his expertise bonus. This ability can be chosen more than once. Each time it is chosen, increase the number of times per day it can be used by an amount equal to the fighter’s expertise bonus (these extra uses go up in value when the expertise value goes up).
Powerful Jump – When making a long jump, a fighter may add his level to the distance he jumps. When making a high jump, he may add his expertise bonus to the height he jumps.
Quick Reflexes – Fighters who select this martial technique have honed their reflexes to a razor edge, and gain a bonus to Reflex saves equal to their expertise bonus.
Skillful Manuever – Choose a combat maneuver from the following list: bull rush, dirty trick, disarm, grapple, overrun, reposition. The fighter gains the related Improved feat as a bonus feat. At 7th level, the fighter gains the related Greater feat as a bonus feat. The fighter does not need to meet the pre-requisites for these feats to receive them. This ability can be chosen more than once. Each time it is chosen, it applies to a new maneuver.
Skilled – Not all fighters focus their training exclusively on combat. A fighter who selects this martial technique gains a bonus to one skill equal to his expertise bonus. This ability can be chosen more than once. Each it is chosen, it applies to a different skill.
Spell Resistance – A fighter gains Spell Resistance equal to 10 + the fighter’s level. A fighter must be at least 11th level to select this ability.
Tactical Assessment – A fighter can use Sense Motive in place of a Knowledge skill to ascertain the abilities of a creature. The fighter must have witnessed the creature in combat for at least 2 rounds before he can use this ability.
Weapon Training – Some fighters focus their training on one type of weapon. Choose one weapon group. The fighter gains a +1 bonus to hit and +2 to damage with all weapons from that group and gains proficiency with every weapon in that group. This ability can be chosen more than once. Each time it is chosen, it applies to a new weapon group.
Bravery: Starting at 3rd level, a fighter gains a bonus on Will saves against mind-affecting effects equal to his Expertise bonus.
Versatility: At 6th level, a fighter learns to be more adaptable in combat. As a move action, he can gain the use of one combat feat for which he qualifies for a number of rounds equal to his Expertise bonus. At 12th level, a fighter can activate this ability as a swift action, and at 18th as an immediate action.
Indomitable: At 9th level, a fighter’s toughness allows him to shrug off many attacks. If he makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless fighter does not gain the benefit of the indomitable ability.
Improved Expertise: At 12th level, a fighter can expend his expertise one additional time per day, and the expertise bonus is tripled rather than doubled.
Tireless: At 15th level, fighters become immune to fatigue and exhaustion.
Greater Expertise: At 18th level, a fighter can expend his expertise one additional time per day, and the expertise bonus is quadrupled rather than tripled.
Mastery: At 20th level, a fighter becomes a true master of combat. Once per day, he may gain the use of any Martial Technique for which he qualifies for 5 rounds as an immediate action. In addition, he may select one weapon group to master. When wielding any weapon from that group, the critical multiplier of the weapon increases by 1 (x2 becomes x3, for example), and he cannot be disarmed.