Okay, so here's what I've got after some work. I totally dismantled the combat style system and went over all the abilities, organizing them into feats or usable fighter abilities. Imposing Size, Lunge, Improved Lunge, Shield Focus, Improved Parry, Repulse Attack, Close Quarters Combat, and Pounding Strike are all feats. Anything else that's not listed here or appears as a combat ability below is gone.
In doing the combat abilities, I took the idea I'd applied to the rogue and did it again here, but with four tiers (levels of combat mastery). I tried to get a good mix of abilities at each level, such that each style is adequately represented overall, plus I tossed in a couple general abilities. All of the higher-tier abilities have prereqs; this was to prevent someone from taking, say, Killing Blow without having any expertise in grappling (not very likely, granted, but I prefer to hedge my bets - players will exploit any loopholes you give them).
As it turned out, I ended up with dead levels at 5th, 11th, and 17th, but I have no idea what to add there. Some kind of scaling ability would be good, but I'm drawing a blank. Also, I have no ideas for Lord of Battle - that seemed like a good name for a near-capstone ability, but beyond that... nothing.
1st: Combat focus, bonus feat
2nd: Bonus feat
3rd: Combat ability
4th: Uncanny dodge, mastery of arms, bonus feat
5th: Combat style focus
6th: Combat ability, bonus feat
7th: Iron mind
8th: Mastery of arms, bonus feat
9th: Combat ability
10th: Improved uncanny dodge, bonus feat
11th: Combat style focus
12th: Combat ability, mastery of arms, bonus feat
13th: Combat awareness
14th: Bonus feat
15th: Combat ability
16th: Force of will, mastery of arms, bonus feat
17th: Combat style focus
18th: Combat ability, bonus feat
19th: Lord of Battle
20th: Mastery of arms, bonus feat
Combat Focus: At the beginning of combat, the fighter enters a heightened state of awareness called combat focus. While in this state, the fighter gains a +2 bonus to Reflex saves and and +2 dodge bonus to Armor Class, as he can see threats coming and react more quickly. These bonuses don't apply against any attack that would deny the fighter his Dex bonus to AC. If the fighter is dazed, stunned, or knocked unconscious, he loses his combat focus and cannot regain it until he rests for 5 minutes. The focus otherwise lasts for the duration of the encounter.
At 11th level, the fighter does not lose combat focus from being dazed or stunned, and needs to rest for only 1 minute before he can regain his focus.
Combat Ability: At 3rd level and every 3 levels thereafter, the fighter can choose a combat ability from the list below. The abilities are divided into four tiers of mastery: Adept (1st level), Expert (6th level), Master (11th level), and Grandmaster (16th level); the fighter gains access to a new tier at the level listed. He must also fulfill any prerequisites listed for the ability to choose it.
Mastery of Arms: At 4th level and every four levels thereafter, the fighter can choose a weapon group or a single weapon. In the case of a weapon group, he gains the Weapon Focus feat applied to all weapon from that group if he is already proficient; otherwise he gains basic proficiency. If he chooses a single weapon, he can apply the Weapon Specialization, Weapon Mastery, or Weapon Grandmastery feats, provided he fulfills the prerequisites.
At 8th, 12th, and 16th levels, the fighter can make the same choice: gain proficiency in a new weapon group, Weapon Focus in an existing group, or choose to advance in a single weapon. He can also gain Weapon Specialization in a weapon group for which he has the Weapon Focus feat, but this is the highest he can go with a group - further training (Weapon Mastery and Grandmastery) must be focused on individual weapons.
For example: Janus is 8th level. He is proficient with Bows, Heavy Blades, Light Blades, and Maces and Clubs. He chose to gain Weapon Focus in Heavy Blades at 4th level, and now chooses to take Weapon Specialization in that group. At 12th level, he takes Weapon Mastery with the greatsword (a heavy blade). At 16th, he can take grandmastery with the greatsword, mastery with another heavy blade, or advance his skills in a general weapon group.
Uncanny Dodge (Ex): The fighter can react quickly to shifts in the tide of battle. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Iron Mind: The fighter can use his Con bonus instead of his Wis bonus for Will saves.
Improved Uncanny Dodge: The fighter's awareness of his surroundings is almost supernatural. Due to his keen senses and the ability to watch everything around him, he can no longer be flanked. This defense denies a rogue or other character the ability to sneak attack him by flanking him, unless the attacker's BAB is four or more points than his own.
If a character has uncanny dodge from a second class, he automatically gains improved combat awareness instead, and the levels from the classes that grant uncanny dodge/combat awareness stack to determine the minimum BAB required to flank him.
Combat Awareness (Ex): The fighter is so attuned with his environment that he can pinpoint concealed enemies more easily, reducing the benefit they gain from being hidden. A concealed enemy's AC bonus vs. the fighter only is halved (-1 for partial concealment, or -2 for total concealment). If the fighter has the Blind-Fight feat, these AC bonuses are negated entirely, and he can target the concealed creature with ranged attacks if it is within 30 feet. This benefit applies against all effects that grant concealment: fog/smoke, invisibility, blur, displacement, etc., but effects like thick fog that specifically reduce sight distance also affect this ability.
Force of Will: The fighter's force of will is so strong that he has a chance of fighting off effects that would cloud or take control of his mind. If he is affected by an enchantment spell or effect and fails his save, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his save.
Lord of Battle: ???
Combat Abilities
[sblock]
Adept (1st)
Crushing Blow: If the fighter makes an attack against a helpless opponent or an unattended object, he automatically deals double damage on a successful strike. If he makes a critical hit, the crit is applied first, then the damage is doubled. This ability can be used as many times per round as the fighter has attacks, and can be used in conjunction with Power Attack.
Dazing Blow: If the fighter uses Power Attack to strike a foe and scores a hit, the target must make a Fort save (DC 10 + 1/2 damage) or be dazed for one round. This ability can be used once per round.
Dual Strike: If the fighter is wielding two weapons, he can make a simultaneous attack with both weapons against the same target using the same attack roll. If the attack hits, it deals damage from both weapons. If the attack is a critical hit, use only the weapon that deals more damage - the other weapon deals normal damage only.
If the fighter can make sneak attacks, this damage can also be applied to the roll. This ability cannot be used in combination with Rapid Strike.
This attack takes the place of one iterative for both weapons - for example, if the fighter had three attacks with both weapons and made a dual strike with the first iterative, he could make only two further attacks with each weapon individually, or two more dual strikes with both weapons combined.
Rage: The fighter can enter a state commonly called a "rage" or "battlerage" where he gains incredible strength and endurance, but at the cost of personal defense and the ability to think clearly. While raging, he temporarily gains a +4 bonus to Strength and Constitution and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases his hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, the fighter cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the fighter's (newly improved) Constitution modifier.
Shield Rush: When using a shield and performing a bull rush, the fighter gains a bonus to his opposed Strength check to push his opponent back: +2 for a buckler, +4 for a light shield, +6 for a heavy shield, or +10 for a tower shield.
Expert (6th)
Blinding Strike: Once per combat, before initiative is rolled, the fighter can take a combat stride and make a single attack. This attack is exclusive of his normal attack routine.
Bulette Charge: If the fighter makes a shield bash and the attack hits, the opponent must make a Fort save (DC 10 + 1/2 fighter's level + Str mod) or be dazed for 1d4 rounds. This ability can be used once per round; multiple dazing effects overlap (i.e., the duration is extended only if the result is higher than the time remaining). Prerequisites: Improved Shield Bash
Bulwark: A fighter using a light, heavy, or tower shield can grant his shield bonus to an adjacent ally of his choice as a dodge bonus. Once chosen, the ally retains the bonus until they are no longer adjacent to each other, or until the fighter switches to protect a new ally. Prerequisite: Shield Focus.
Finishing Blow: Once per combat, the fighter can kill an opponent in such a way that it has a demoralizing effect on the opponent's allies. The fighter can declare his use of this ability when he learns if he has killed the opponent in question; in this case, he forfeits further attacks for that round to finish the target off. All the target's allies within 20 feet who can see the fighter must make a Will save (DC = 10 + 1/2 fighter's class level + fighter's Str mod) or become shaken (-2 to attacks, saves, and skill and ability checks) for the remainder of the combat. If the creature in question was a lieutenant or leader, the allies suffer a -2 or -4 penalty, respectively. Resistance or immunity to mind-affecting effects also applies this Will save.
Pain Resistance: The fighter gains DR 2/-. He can choose this ability multiple times; each time, it grants 2 more point of damage reduction. This stacks with DR gained from other classes or abilities, but not spells or magic items. Prerequisite: Con 13.
Pounding Strike: Once per round, the character can attempt to knock an opponent of up to one size larger back 5 feet, or knock it prone, with a melee attack made with the Power Attack feat. He must declare his intent beforehand (it can be any of the attacks made that round); if it hits and deals enough damage, the opponent is knocked back or prone. The character must deal at least 20 points of damage against a Medium opponent; each size larger increases the damage by 10, and each size smaller reduces it by 5. Prerequisites: Str 15, Power Attack.
Master (11th)
Crippling Strike: Once per round, when striking with a light or one-handed weapon, the fighter can strike an opponent's weak spot such that it deals 2 points of Strength or Dex damage (fighter's choice). Ability points lost to damage return at the rate of 1 point per day of rest. He can use this ability while grappling. Prerequisites: Improved Unarmed Combat.
Repulse Attack: If an opponent makes a melee attack against the fighter and misses, the fighter can make an immediate shield bash attack against that opponent as an attack of opportunity; if the attack hits and the target fails a Fort save (DC 10 + 1/2 fighter's level + Str mod), it is staggered (can only take a move or standard action) for 1 round. If the fighter rolls a critical hit, the target must save or be stunned instead. Prerequisites: Improved Shield Bash, Shield Focus, Shield Proficiency.
Greater Rage: The bonuses to the character's Strength and Constitution while raging increase to +6, and the morale bonus on Will saves increases to +3. The penalty to AC remains at -2. Prerequisites: Con 15, Rage.
Rapid Strike: The fighter can make an extra melee attack at his highest base attack bonus as part of his normal attack routine, but all attacks made that round suffer a -2 penalty. If he is using two weapons, he gains the extra attack with his main hand only. Spells or abilities that grant extra attacks, like haste, work normally with this ability. Prerequisites: Dex 15.
Spell Deflection: The fighter adds his shield bonus to his touch AC vs. ranged touch and touch spells, and to his Reflex save against any spell or effect that allows one. Prerequisites: Shield Focus
Spell Parry: Once per round, the fighter can use one of his attacks of opportunity to attempt to parry a ranged touch or projectile spell targeting him. To do so, he must not be flat-footed and must be aware of the attack. He makes an attack against AC 10 + the spell's level + 4 (the spell is considered to be a Diminutive target). If the attack hits, he has deflected the spell in a direction of his choice. He can aim toward a target in his sight; if it is in range, use the spell's attack roll with a -4 penalty to determine success or failure.
The disintegrate spell cannot be parried. Prerequisites: Dex 15, Combat Reflexes.
Talons of the Beast: If the fighter makes a successful attack with a light or one-handed piecing weapon, he can make an immediate grapple check at no penalty. All bonuses he normally gains apply to this check. [Note: In PP, initiating a grapple doesn't provoke AoOs, but trying to grapple an armed opponent incurs a -4 penalty to the attack roll. Likewise, I changed unarmed attacks to incur the -4 only against armed opponents.] Prerequisites: Improved Unarmed Combat, Improved Unarmed Strike
Grandmaster (16th)
Greater Blinding Strike: At the beginning of combat, before initiative is rolled, the fighter can take a combat stride and take a full attack action. Feats or abilities that grant extra attacks, like Cleave or Great Cleave, cannot be used in conjunction with this ability. Prerequisites: Dex 19, Blinding Strike, Rapid Strike
Killing Blow: If the fighter is grappling an opponent and has it pinned, he can attempt to instantly kill it. In order to do so, he must have it pinned for at least one full round; on the next round, the fighter make the attempt as a standard action. The opponent must make a Fort save (DC 10 + 1/2 fighter's class level + fighter's Str mod) or die. This ability is not usable against constructs, elementals, incorporeal creatures, oozes, plants, or undead, but otherwise works against creatures that are resistant or immune to critical hits or death from massive damage, or that have damage reduction. Prerequisites: Close Quarters Fighting, Improved Unarmed Combat, Improved Unarmed Strike
Quick Riposte: Each time an opponent makes a melee attack against the fighter and misses, the fighter can make an attack of opportunity against that opponent, provided he has any available. Additionally, he gains one extra attack of opportunity per 5 points of BAB. Prerequisites: Dex 17, Combat Reflexes, Rapid Strike
Shield Wall: The area the fighter threatens is considered to be difficult terrain (movement costs double, can't run or charge through it), and it also blocks line of effect for spells. Prerequisites: Shield Focus, Bulwark, Spell Deflection.
Stunning Blow: If the fighter uses Power Attack to strike a foe and scores a hit, the target must make a Fort save (DC 10+1/2 damage) or be stunned for one round. This ability can be used once per round. Also, if he has the Dazing Blow ability, he can use it any number of times per round. Multiple dazing blows against the same opponent do not increase the duration, however. Prerequisites: Str 17, Power Attack, Staggering Strike
Two-Handed Sweep: As a standard action, the fighter can make an attack against all opponents within his reach by making a sweeping attack with his weapon. He makes a single attack roll, which applies to all opponents; if an opponent is hit, it takes damage as normal and must make a Strength check (DC 10 + 1/2 fighter's class level + Str mod) or be knocked back 5 feet or be knocked prone (fighter's choice; he must state which before attacking, and the same result applies to all targets). This ability can only be used with a two-handed weapon. Prerequisites: Str 17, Power Attack, Staggering Strike.[/sblock]