The answer to all your FRPG woes, I give you Steel Dragon's ULTIMATE FANTASY RPG: FIGHTER
The Fighter
Primary Ability: Strength. You must have a minimum strength of 10 to be a Fighter.
HD: 12 + Con. mod. at 1st level, +d12 + Con. mod. per level to 10th after. Then +4 per level.
Armor: All/any Armor, Shields.
Weapons: All/any weapons.
Skills: Athletics, Combat Sense, + two player choice.
Attack Bonus: As your prime ability, you add your Str. mod. to attack rolls with any weapon.
Magic Bonus: None.
Limitations/Restrictions: Characters of any Player Race can be a Fighter. Any alignment is available to fighters.
@ 1st Level: Combat Expertise
Add +2 to any attack or damage roll, player's choice with each usage, as many times per day as you have levels.
Battle Stamina
Level + Str. mod times per day your renewed spirit and endurance in the heat of battle carrires you on when others would surely falter. At any point when you have lost half or more of your HP, using this feature (your action for the round) restores 5 + Str. mod. HP.
@ 2nd Level: Overwhelm
When attacking creatures of 1 or less HD, you make as many attacks as you have levels, to a maximum of 5, per round.
@ 3rd Level: Critical Attack
Level times per day, you choose to put everything you've got behind a blow. A successful hit deals double damage, including all relevant modifiers.
Fighting Style
Choose one Fighting Style that you've acquired, learned or otherwise figured out.
@ 4th Level: Formidable Physique
One + Str. mod times per day you can reroll a failed Strength, Dexterity, or Constitution based skill roll or ability check.
@ 5th Level: Ability Boost
Add +1 to your Primary Ability and +1 to another ability (not your prime) of your choice. If your Primary Ability is already at its maximum allowance, you can apply the +1 to any other ability of your choice.
Extra Attack
When you make a weapon attack, you strike 2 times in a single round. Roll 2 separate attacks. They may be on the same or different targets within reach of the weapon used.
@ 6th Level: Fighting Style
Choose one Fighting Style that you've acquired, learned or otherwise figured out.
Champion's Renown
You are +2 to all interactions with other fighters and Warrior classes who are your level or lower. Commoners who share your moral alignment (Good, Neutral, Evil) will follow your instructions and provide reasonable assistance, almost without question.
If you wish, beginning at 6th level or any level after, you attract followers. You find or are approached by 2d6 fighters not more than half your level, who seek your instruction, protection, and/or expertise. They will follow you faithfully, even into combat.
@ 7th Level: Overwhelm
You can now make 5 strikes in a single attack when attacking creatures of 3 or less HD.
@ 8th Level: Combat Mastery
Your Combat Expertise bonus now appleis to both attack and damage rolls.
@ 9th Level: Fighting Style
Choose one Fighting Style that you've acquired, learned or otherwise figured out.
@ 10th Level: Ability Boost
Add +1 to your Primary Ability and +1 to another ability (not your prime) of your choice. If your Primary Ability is already at its maximum allowance, you can apply the +1 to any other ability of your choice.
Extra Attack
When you make a weapon attack, you strike 3 times in a single round. Roll 3 separate attacks. They may be on the same target or separate targets within 5' of you.
@ 11th Level: Indomitable Warrior
Your Combat Expertise bonus is now +5 to attack and damage rolls.
@ 12th Level: Ultimate Champion: Fighter
You are an exemplar of your class. As the Ultimate Fighter you gain the following benefits:
- Add +2 to your Primary ability score. This attribute can now exceed racial maximums to a high score of 20.
- Your Combat Expertise can be used at will/every attack and your Battle Stamina feature at will, when you are below half your maximum HP, whether you have available uses of the features or not.
- Choose a fourth final Fighting Style and all of your Fighting Style bonuses are now +3.
FIGHTING STYLES
Archer: +2 to attacks with pulled (long or short) bows. You pull and fire twice per round whether the bow is nocked or not..
Crossbow Expert: +2 to hit with crossbows. You can reload and fire each round, 2 per round with light crossbows, 1 per round with heavy.
Brawler: +2 to grapple and hit with unarmed strikes.
Defender: +2 to AC as long as you have a weapon or shield in hand.
Dual-Wielder: +2 to attacks made with a second light melee weapon. You can make two attacks per round while wielding light melee weapons.
Mounted Expert: +2 to weapon attacks made from horseback or a similar mount.
Reached Expert: +2 to attacks with staves, spears, and polearms.
Skirmisher: +2 to attack rolls when attacking with surprise. Add 10' of movement during comba trounds as long as you aren't in heavy armor.
Slayer: +2 to damage rolls with heavy and/or versatile weapons used with two-hands.
Weapon Expert: +2 to attacks with a single handed weapon type (swords, axes, etc...) of your choice. You can take this style multiple times for different weapons.