Since it is using encounter powers, it doesn't really achieve the Wizard's "adventuring day" power curve, though. But that's what you and I are aiming at, not necessarily the OP you quoted.
Certainly gave everyone the same "adventuring day" power curve. (Or did it? The devil is in the detail. Some people seem to consider Wizard daily powers as very powerful - maybe not damage-dealing wise, but certainly battle-field-shaping-wise... A Fighter spending a daily often means not much more than an extra 30 points of damage, a Wizard spending a daily can negate the enemie's artillery or melee complement or at least making its job considerably harder)
To your list I would also add Arcana Evolved Ritual Warriors.
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If you want the fighter to be more powerful, grant him an increasing damage bonus. If you want to mimic the way the Wizard or Cleric can decide to really blow through resources and decimate his enemies or he sometimes stands back and doing little more than swinging his quarterstaff or mace, you need some kind of resource beyond hit points that refreshes daily (and the Wizard doesn't get). Action Points, Heroic Surges, Possibilities, whatever...
Let's call them "Warrior Surge" - that explains why spellcasters don't get them.
Warrior Surge Progression:
The progression is basically based on when spellcasters gain a new level. The "most similar" progression (using my 3.x memory. Pathfinder might have changed these values a little) is in paranthesis.
Good: 1/day Starting, +1 at 3rd level and every 2 levels thereafter. (Wizard/Cleric)
Average: 1/day Starting, +1 at 4th level and +1 every 3 levels thereafter (Bard)
Weak: 0/day Starting, +1 at 5th level and +1 every 4 levels therafter (Ranger/Paladin)
Fighter: Good progresion
Rogue: Average Progression
Barbarian, Ranger, Paladin: Weak Progression
Other: Get nothing. You can invent some progression for new classes. Guideline is basically - only fighter get the good one, people without any spells or rage-like abilities get an average progression, and those with very weak spells or rage-like abilities get a low progression. And fully-fledged spellcasters don't get nothing at all.
Warrior Surge Options:
Spring to Action (basic damage booster)
Spend one Warrior Surge to take one extra standard action that must either be some form of weapon attack or combat maneuver (no spellcasting, no drinking potions and stuff like that), or used for a move.
Second Wind (Most useful for in-combat healing due to the large amount of healing compared to most spells):
When using the Full Defense action, you can spend a Warrior Surge to regain 1/4 your regular full hit point total. Can only be used if your concious and below half your normal hit point total.
Escape Death (mostly equivalent to any type of simple defensive spell):
If an attack would kill you, spend Warrior Surge and instead are at -1 hit points and stable.
Fatal Strike (The martial equivalent of a "weakened" save or die effect):
Whenever you score a critical hit, you can spend a warrior surge. The enemy must make a Fort Save DC 10 + 1/2 level + STR/CON/DEX (whichever is higher) or take an additional 5 points of damage per point of your BAB. Regardless of whether the save is succesful or not, the target is also knocked prone.
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