Adamantine Soldier: You become a icon of the unbreakable armored warrior. Your armor is like a second skin and its design becomes more recognized than your face. Your very name become synonymous with toughness and resilience! You gain bonus to AC and resistence to ALL damage equal to your CON and once per day you can just turn a saving throw (in 4e parlance, ending a condition on you) into a 20. It also gives you a daily stance that just lets you move into a foe's space and punch them five feet with your move action. You can literally push away stuff like Tiamat and Orcus as easily as a goblin.
Beastlord: You basically become one with your Beast Companion, one soul in two bodies. You prove that humanoids and beasts aren't so different. You get a bunch of powers to improve your action economy. The big one tho is that as long as either one of you is alive, the other cannot die! Even at 0 HP you don't drop!
Dark Wanderer: You stride the eerie paths of fate. Until destiny meets you on this road, you'll roam forever. All your life you have been an intrument of Fate, pulled along by its strands toward a certain event. Now that you've reached it, you've severed the hold that Fate had on you and you can now roam the multiverse free. You become a wandering legend, a symbol for others who would desire to escape their own Destiny. You can literally go ANYWHERE by walking 24 hours. You can just decide "I need to get to see the Raven Queen" then just start walking, finding shortcuts, portals and modes of transport that you NEVER KNEW ABOUT BEFORE and get there after 24 hours of uninterrupted walking, bringing along up to 5+WIS companion (and you don't even need to eat or rest during those 24 hrs unless you need to restore Powers or Healing Surge) AND you avoid hazards, traps, attacks and other dangers. You can't go to a specific room in a structure but you can get to the front gate of said structure. Also, if you're not revived withon 12 hours after dying, your body and posessions disapear and 12 hours after that you just SHOW UP, having walked from wherever you and your DM decide you woke up, with the same effect as if 'Raise Dead' had been used on you.
Eternal Defender: This one's story is not that exciting or that different from Adamantine Soldier, just more offensive based, but its abilities are neat. You get a +2 to STR and your ability to carry stuff DOUBLES. Once per day you can get a +10 on any STR ability or STR Skill check. You eventually become taller and heavier (but do not change size) and you now wield weapons designed for one size larger. If you're medium or bigger, your reach increase by one. Also, once per day, you can turn any hit into a crit OR turn a miss into a hit. You gain a daily stance that inflicts STR damage to the target of a melee attack when you miss them. Constant damage on misses!
Godhunter: If it bleeds, you can kill it. If it doesn't bleed, you can make it bleed. Then you can kill it. You are a killer with incredible skills who developped a reputation for taking on the thoughst marks. You are the greatest Slayer in the universe. Maybe a couple gods can match your skill... MAYBE. You consider sticking around the cosmos just to keep certain folks on the straight and narrow. Being a free agent means you can stir up some naughty word and make sure some people don't get ideas, ya know? You can be the wild card keeping things running smoothly. You gain abilities to hurt creatures higher level than you more efficiently. When you score a critical hit on such a creature, they gain a -5 penalty to all saving throws (i.e. they have trouble shaking off conditions) and they can't regain hit points or recharge powers, all until the END of your next turn. Once per day you can just treat a hit from a higher level creature as a miss, then recharge your Second Wind and one of your Encounter power you used in the same fight. Just because. You gain a power that lets you ignore all resistence or immunity on the selected targey, AND they gain vulnerability to your attacks... all until you get reduced to 0 HP or you use the power again, meaning it can just last forever if they run away.
I could go on but it's getting wordy and I don't want to just parrot the whole section. The simplest of the lot is probably the Martial Archetype, but is probably the most interesting crunch-wise at it lets you pilfer powers from any Martial classes and your Martial powers are just improved on both a miss and a crit. You got the Legendary General's final ability that makes it so allies that can see you don't drop unconscious at 0 HP (they still make Death Saving throws mind you). The Perfect Assassin is so good at killing, they've become one with Death itself. The Undying Warrior becomes one in body and soul and can spontaneously ressurect (multiple time in the same day with increasing conditions). The Warmaster basically ignores Surprise for themselves and their allies and has an ability that basically grants a second turn to everybody in range.