some useful ideas to modify this type of build ....
Alternative Class Feature:
Dungeon CrasherSurvival in a dungeon requires more than skill at arms and a stout shield. Traps, hazards, falling portcullises, and other threats can pose as much danger as an enraged troll. But you cannot help your impetuous nature. When others might move ahead cautiously and search for traps and other hidden dangers, you charge forward, ignoring the traps you set off and splintering doors and obstacles.
Level: 2nd
Replaces: If you select this alternate class feature, you do not gain the fighter bonus feat at 2nd and at 6th level.
Benefit: You excel at overwhelming traps, smashing through doors, and pushing aside your enemies. At 2nd level, you gain a +2 competence bonus on saves and to your armor class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.
In addition you gain a special benefit when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your Strength bonus (if any).
At 6th level, the bonuses when dealing with traps increases to +4, and the bonus on Strength checks to break objects increases to +10. The damage you deal when bull rushing an opponent into a wall increases to 8d6 points + three times your Strength bonus.
Feats:
Crushing StrikeType: General
Source: Player's Handbook II
You wield a bludgeoning weapon with superior power, allowing you to batter aside an opponent's defenses.
Prerequisite: Proficiency with a bludgeoning weapon, Weapon Focus with a bludgeoning weapon, Weapon Mastery (bludgeoning), Weapon Specialization with a bludgeoning weapon, base attack bonus +14.
Benefit: When you use a full attack action while fighting with any bludgeoning weapon, each attack that connects beats down your foe's defenses, granting a cumulative +1 bonus on attack rolls until the end of your current turn.
Pulverize FoeType: General
Source: Champions of Ruin
You enjoy smashing your opponents into submission.
Prerequisite: Str 15, base attack bonus +6, proficient with bludgeoning melee weapon.
Benefit: If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an extra 1d6 points of bludgeoning damage with each hit after the first.
Special: A fighter can select this feat as one of his fighter bonus feats.
Shock TrooperType: Tactical
Source: Complete Warrior
You are adept at breaking up formations of soldiers when you rush into battle.
Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6.
Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.
Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe hack, you may also push that foe one square to the left or right.
Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same rime, and neither foe gets a chance to trip you if your attempt fails.
Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.
Special: A fighter may select Shock Trooper as one of his fighter bonus feats.
Combat BruteType: Tactical
Source: Complete Warrior
You employ strength and leverage to great effect in battle.
Prerequisite: Improved Sunder, Power Attack, base attack bonus +6.
Benefit: The Combat Brute feat enables the use of three tactical maneuvers.
Advancing Blows: To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe. For example, if you pushed an orc back 10 feet with a bull rush, you would gain a +2 bonus on attack and damage rolls against that orc on the following round.
Sundering Cleave: To use this maneuver, you must destroy a foe's weapon or shield with a successful sunder attempt (see page 158 of the Player's Handbook). If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.
Momentum Swing: To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty x 1-1/2, or x3 if you're using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a -6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you're using a two-handed weapon or a one-handed weapon wielded in two hands.
Special: A fighter may select Combat Brute as one of his fighter bonus feats.
Hurling ChargeType: General
Source: Miniatures Handbook
You are trained in using thrown weapons as part of a charge attack.
Prerequisite: Quick Draw, base attack bonus +6.
Benefit: If you charge an opponent, you may make a ranged attack with a thrown weapon as well as a melee attack with another weapon that you draw during the charge. You may use this feat only if you have a throwing weapon in hand at the start of your turn. Both attacks must be made at the same opponent, and both receive the bonus on attack rolls for making a charge. (If you kill the enemy you're charging with the thrown weapon, you complete the charge but don't get a melee attack.) You must also follow all the requirements of making a charge. If you have the ability to make multiple attacks on a charge, you may make only one attack in addition to the thrown weapon attack. You still take the normal -2 penalty to Armor Class for making a charge attack.
Special: A fighter may select Hurling Charge as one of his fighter bonus feats.
just to get the thoughts moving