Weapon Master (Complex Fighter-Full Class) by Frank Dell (mellored)
This is a 13 page document with a title page and about 11 1/2 pages of Class with the majority of the space as Adept and Mastery abilities for every weapon.
Reading as a PDF the document looks fine but when printed the lack of top and bottom margins means it is missing sections of text.
1d10 HD, all armors, all weapons, Int & Wisdom, 2 skills. The Defender picks up Shield proficiency. Each subclass gets a free skill proficiency and 'expertise' in it at 1st.
The subclasses start at 1 so you pretty much have 5 classes riding on the Weapon Master chassis of Adept and Mastery powers further subdivided by Simple and Martial Weapons. You start with Simple Weapon techniques at 1 and get mastery for them at 11th. 2 levels later for both you get the Martial weapon techniques - so 3rd and 13th.
The weapon master gains Extra attack at 5th.
Rush of Battle grants a group initiative bonus and a granted bonus move. On the chart there's an upgrade at 9th but I didn't see it.
7th adds some weapon diversity with Enchantment Transfer and Weaponize. 9th gains a knowledge ribbon for Identify Marks.
15th gains an ability to shore up weak saves and an encumberance benefit.
ASI/Feats occur at the slightly improved progression of 4/8/10/12/16/19. Extra at 10th.
The 5 Archetypes are called Strategem - Guerilla (Stealth), Tactician (History), Warlord (Intimidation), Marshal (Diplomacy), and Defender (Athletics). Guerilla is more like the Scout, Tactician gets find weakness and gain defenses based on a random table, Warlord is a dominating slave-taker, the Warlord adds a little healing and a parley, and defender with damage blocking for allies.
The meat of the class is in the Techniques with a Adept and Mastery technique for every weapon. The weapon master can basically ready weapons like a caster selects spells. You start with a small number and eventually can know them all at 20th. There's probably some room for hardcore char-op in here but that's really too much for this discussion.
Basically the adept techniques add riders or options, and then a typical Mastery options is a basic 19-20 crit or some alternate ability.
Since the number of weapons prepared grows with level it's probably manageable in a game.
As a Warlord it is in the PDK category, less than a BM but has some Warlord options in the base class and Marshal. Granting initiative bonus and extra movement as a bonus/reaction possibly at will at 6th (not clear). The marshal gets at will 1 point heal from 0 hp possibly at range (not clear) once per character per short rest. And a floor on HD healing. Later they grant THP 1/round. Finally the can do Revivify at 18th.
The rest is pretty Fightery.
With regards to the classic board bugaboos:
1. Ranged inspirational healing from unconscious – yes (maybe - the descriptions aren't very technical).
2. Background as a class – no.
3. I’m in charge here – maybe. Other than movement there's no attack granting
4. Healing by spending Hit Dice – no.
5. Full action granting – no.
6. At-will attack granting – no.
Mostly this is a complicated Fighter replacement. The Marshal has a little Warlord with minor healing but the lack of attack granting is notable.
This $3 document probably needs a couple formatting and technical writing (using game terminology) passes to be worth the money.