Finally found a copy of my "fighter fix" that did this. Warning long post is long.
[spoiler]
The Fighter Class(A compilation of a few different variants I saw on the WotC boards. Sorry, I don't remember who posted them originally. It's been too long, and I lost the original files.)
Alignment: Any.
Hit Die: d10.
Class Skills: The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points: 2 + Int modifier.
Weapon and Armor Proficiency: The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields.
Lvl BaB Fort/Ref/Will Special 1 +1 +2/+0/+0 Bonus Feat, Combat Experience
2 +2 +3/+0/+0 Bonus Feat
3 +3 +3/+1/+1
4 +4 +4/+1/+1 Bonus Feat
5 +5 +4/+1/+1
6 +6 +5/+2/+2 Bonus Feat
7 +7 +5/+2/+2
8 +8 +6/+2/+2 Bonus Feat
9 +9 +6/+3/+3 Master of Weapons
10 +10 +7/+3/+3 Bonus Feat
11 +11 +7/+3/+3
12 +12 +8/+4/+4 Legendary Feat
13 +13 +8/+4/+4
14 +14 +9/+4/+4 Legendary Feat
15 +15 +9/+5/+5
16 +16 +10/+5/+5 Legendary Feat
17 +17 +10/+5/+5
18 +18 +11/+6/+6 Legendary Feat
19 +19 +11/+6/+6
20 +20 +12/+6/+6 Legendary Feat
Class features:
Bonus Feats: identical from the core class feature, same list. Can also take Combat feats from
Races of War.
Legendary Feats: At 12th level and beyond, the fighter reaches a new plateau in his martial training. The fighter gains a legendary feat at 12th level, and every two levels thereafter (14th, 16th, 18th, etc.). The legendary feats must be drawn from the following list: Combat Archery, Dire Charge, Distant Shot, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Weapon Focus, Epic Weapon Specialization, Epic Will, Great Constitution, Great Dexterity, Great Strength, Improved Combat Reflexes, Improved Manyshot, Improved Whirlwind Attack, Instant Reload, Overwhelming Critical (Devastating Critical), Penetrate Damage Reduction, Perfect Two Weapon Fighting, Storm of Throws, Swarm of Arrows, Two Weapon Rend, Uncanny Accuracy. (All Legendary Feats are taken from the Epic Level Handbook).
For all legendary feats, all prerequisites must be met with the exception of any numerical requirement. This includes ability score requirements, base attack bonus requirements, and skill point requirements. The fighter is able to wave such prerequisites thanks to his incredible dedication to combat.
Note: If desired, the Fighter may choose to pick a feat from the bonus feat list, rather then the legendary feat list.
Combat Experience: the fighter is the paradigm of combat prowess and experience. He knows more tricks and moves than any other warrior, and he can surprise his opponents with his fighting skills.
Once a day at lvl 1, and an additional time every three lvls thereafter (4th, 7th, 10th and so on), the fighter may declare that he's using his combat experience to obtain a bonus to a single attack or damage roll. This bonus is equal to 1 for every 4 class (fighter) lvls (+1 at 1st-4th, +2 at 5-8th, +3 at 9-12th, and so on).
This is an (Ex) ability, activated as a free action.
Master of Weapons: at 9th lvl, the fighter becomes even more experienced in the employement and crafting of weapons.
First, he can learn the magical bonus to hit and damage of any weapon he is proficient with just by wielding it.
Second, he receives a competence bonus to all Craft (Weaponsmith) checks to craft weapons and armors equal to half of his class lvl (round down).
Finallly, he becomes capable of crafting weapons of such quality that they rival that of magic weapons.
When the fighter creates a masterwork weapon, the final bonus the weapon receives is equal to +1 for each full 4 class lvls the fighter possesses. This bonus is added to hit and damage rolls, just like a magical bonus. (this bonus theorically doesn't deny DR, but this may change in 3.5). Thus, a lvl 16 fighter could create a sword with a masterwork bonus +4 to hit and damage rolls. This bonus obviously doesn't stack with any magical bonus later added to the weapon.
The cost to create such weapon is half the price of a magic weapon with the equivalent bonus. The time necessary is the same as for a normal masterwork weapon.
Combat Experience Feats: All these feats are to be considered bonus feats for the fighter. Most of them are not fighter - exclusive, but require at least a few fighter lvls to be gained.
Warrior of Destiny:
Requisites: can be acquired only at character level 1 as a fighter bonus feat.
Description: you have an unmatched innate talent for fighting and great survival instinct.
Benefits: you gain an additional fighter bonus feat at lvl 10, and every 10 lvls thereafter.
Your amount of daily uses of Combat experience is increased by 1 every 10 lvls (2 at 10th, 3 at 20th, and so on).
Also, if you take any of the save enhancement feats (Lighting Reflexes, Great Fortitude, Iron Will), that save becomes a "good" save for your fighter levels.
Special: only class (fighter) lvls are used to calculate the bonuses of this feat.
In the Nick of Time: Requisites: Combat Experience class feature, Iron Will or Lighting Reflexes or Great Fortitude.
Description: you can escape normally unavoidable effects.
Benefits: you can consume one of your daily uses of Combat Experience to receive a saving throw against a spell or effect that normally doesn't allow one. Your DM adjudicates what kind of save you may take, and the effects of a successfull save. You can only benefit from this "bonus" save if you possess the corresponding feat for the save your DM has adjudicated.
Ex: a fighter is the target of a Forcecage spell. He decides to use one of his daily Combat Experience uses to obtain a sving throw. The DM decides that he can make a Reflex saving throw to roll out of the way. If he's successfull, he evades the spell (the cage is there, but he moves away before it is formed). Now the fighter can make his save, calculated normally, but only if he possesses the Lighting Reflexes feat.
Last Stance: Requisites: Combat Experience class feature, In the Nick of Time.
Description: your experience lets you escape otherwise fatal effects.
Benefits: you can consume one of your daily uses of Combat Experience to reroll a failed saving throw.
Special: you cannot reroll a single failed save more than once.
Will of the Warrior: Requisites: Wis 13+, Combat Experience class feature, Master of Weapons class feature.
Description: you can shrug off non-lethal damage with the force of your will.
Benefits: you can consume one of your daily uses of Combat Experience to receive DR value equal to (BAB)/-. This effect lasts 3 rounds + 1/5 of your class (fighter) lvl.
Focused Strike: Requisites: Combat Experience class feature, Master of Weapons class feature, Int 13+.
Description: you can strike with unerring accuracy.
Benefits: you can consume one of your daily uses of Combat Experience to achieve one of the following effects:
- you can increase the critical threat range of your weapon for a single attack by 1. You cannot use this ability more than once per attack.
- you can reduce the miss chance of all of your attacks until the end of turn against opponents benefitting from 9/10 or less concealment for every daily use of Combat Experience you expend.
This includes blur, displacement and self concealment effects, but not ethereal and incorporeal creatures.
Destructive Blow: Requisites: Combat Experience class feature, Str 15+.
Description: you can unleash devastating attacks.
Benefits: you can consume one of your daily uses of Combat Experience to add twice you Str modifier (instead of 1.5) to damage if you wield a two-handed weapon until the end of turn.
You can similarly add 1,5 times you Str modifier to damage with weapons you wield with one hand instead of your base Str modifier.
Fast as Lighting (weapon to be chosen): Requisites: Combat Experience class feature, Weapon Focus (weapon to be chosen).
Description: you can attack with blinding speed.
Benefits: you can consume one of your daily uses of Combat Experience to perform a single additional attack at your highest attack bonus, when you wield a specific kind of weapon - longsword, greataxe, and so on). However, all your attacks receive a -2 penality to hit until the end of turn.
Special: this feature is identical to the flurry of blows feature. As the flurry, it can only be used when the fighter takes a full attack action.
Great Experience: Requisites: Combat Experience class feature.
Description: your experience increases.
Benefits: The number of daily uses of Combat Experience the character possesses is increased by 3. This feat may be taken multiple times, but the total daily uses may never exceed his fighter class lvl.
Expert Parry: Requisites: Combat Experience class feature.
Description: you are well trained in the art of parrying blows.
Benefits: you can consume one of your daily uses of Combat Experience to perform a parry as a free action. When an incoming attack is announced (before the attack is rolled), you can declare that you will parry it. Against that attack, you AC becomes 1d20+(your normal AC). (Edit: I think I will make this an opposed attack roll using the fighter's full attack bonus. -Todd)
Special: you can use Combat Experience to increase the result of this roll, if you use another daily use.
Foil Action:Requisites: Combat Experience class feature.
Description: You can interrupt the actions of others.
Benefits: By consuming one of your daily Combat Experience uses, you may attempt to monkeywrench any action an opponent is taking. The Fighter may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. A Fighter must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. A Fighter may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Fighter may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range.
At 17th level, Foil Action may be used at up to 60 feet.
Iron Will and
Lightning Reflexes can be taken as fighter bonus feats. If taken in this way, instead of their normal benefits they change the target save into a "good" save for the character's fighter class levels.[/spoiler]
I also added a crapton of custom feats, and made some of the normal feats scale with levels (some only figher levels). This was all done forever ago, far far before ToB. Nowadays I'd just use the Warblade, probably.