Here's another Tier 1 mod then.
HD: not bothered
BAB: not bothered
Saves: not bothered
Skills: not bothered
Class features
Level 1: Imagine Breaker - Choose of your hands to exude a personal bubble of Anti-magic field. The size of this anti-magic field increases by 5ft at every odd level. All of the Fighter's equipment, abilities etc continue to work in this field. This field negates psionics too if your world does not observe the magic-psionics transparency rule.
Level 1: Sharingan - You can duplicate any spell/power/invocation/whatever performed in front of you. You use your class level as your caster level but use the primary casting stat of the original caster. You can still duplicate the spell even if your casting stat is insufficient to cast the spell. Enjoy your book keeping.
Level 2: Projection - You may, as per Call Weaponry power at will as a move action, draw forth any weapon of your choosing of a cost within twice your class level (MIC wealth by class level). This ability works once per encounter + once every class level. This weapon will last as long as you hold onto it and disappears once it leaves your hand (unless the weapon is meant to be thrown, which disappears once thrown at an enemy, whether it is successful or not. It may return if you imbue it with the returning enchantment)
Once per day, you may call forth any weapon of your choose of a cost four times your class level. This weapon lasts till the end of the encounter.
Level 3 : Mask of the Inner Demon - You may as a move action, manifest a battle mask over your face, as well as any other cosmetic changes you wish and gain incredible fighting prowess. Once per encounter, increasing by one more per encounter every odd levels, you gain a +2 bonus to your Str, Dex and Con and a +2 bonus to attack and damage rolls, including rolls to confirm a critical hit. Every three levels after this, the bonuses increase by 2. This ability lasts as long as your modified Con modifier. You are fatigued once this ability ends for the rest of the encounter, or 10 minutes if the encounter is over. You may dismiss this state as a free action.
Level 4: Protagonist Luck - As the hero of the story, you gain exceptional luck. You gain the equivalent of the paladin's Divine Grace ability as well as evasion, which improves to improved evasion at level 8. This evasion ability applies to all three saves, not just Ref (coz I dunno wtf the names of the other abilities are called if they exist)
Level 5: Protagonist Resilience - You gain DR 10/- + class level. You gain Regeneration 5 + class level /BBEG, meaning only the BBEG of the game can bypass your regeneration.
Level 6: Gate of Babylon - You have turned your Projection beyond the simple creation of a weapon, but turned the ability to project into an actual firing skill. Each use of your Projection ability for the encounter gives you a choice of firing said weapons at every target you designate within your sight range. Each weapon fired at the enemy can be a unique Projection if you so wish. Meaning you use 1 Projection use per encounter to fire a unique Projection at every enemy within visual range without range increment penalties.
Level 7: Press the 'B' Button - As an immediate action, you expand and focus Imagine Breaker into an impervious Barrier that functions as a Wall of Force that extends as a perfect protective sphere at the outer edge of your Imagine Breaker range. You can do this as many times as your class level per encounter.
Level 8: Press the 'C' Button - As an immediate action, once per day and once more at every even level, you can temporarily unhinge Imagine Breaker to erase all projectiles threatening yourself or your allies, any positive buffs on your foes or any harmful magical effects targeting yourself and your allies. All foes except the designated 'boss' of the encounter must make a save against a DC of 10 + 1/2 class level + Con mod or die. Successfully saving against this effect deals 1d10 dice of damage per class level.
Level 9: Row Row Fight The Power - Once per encounter, the Fighter may do the impossible and see the invisible. Which means, when encountering an encounter that has too high a challenge rating, or the DMPC turns out to be the enemy that's too high in encounter level for the party to handle, the Fighter rises to the challenge, temporarily upgrading himself to the encounter's highest ECL.
Level 10: I'll Be Back - The Fighter never dies. He benefits from a True Resurrection without fail, unless plot items, plots or DM fiat renders it impossible. As such, this ability still kicks in from an alternative angle. Maybe the protagonist cannot rise from the ashes. Maybe his long-lost and forgotten twin brother steps up the stage as the exact replica. Maybe his party members step in to stage an elaborate rescue from whatever soul jar or soul trapping shit. Maybe the parallel universe spits the Fighter back into the play. No matter what, the Fighter cannot be denied his destiny of stabbing the BBEG to death and winning the game.