Well, the reach idea is a good one, except I don't want to leave out the archers. So how about as a level 20 capstone you increase your reach by 5' and your range increment on all ranged weapons doubles? That's handy for every build I can think of and quite cool.
JaronK
I like that. As far as a capstone goes, it's not that crazy. Perhaps it would allow ranged Foils up to 60 feet?
If I can figure out what level to put it in, I want to repost my latest fighter version with Squirlloid's Surprise Lunge worked in. He had it at 3rd level. I'm reluctant to pull anything out of the version I have to place it in, so I'll have to grant two abilities at a certain level. For now, I'm sticking it in at level 5. I'm not sure if I want to reword Surprise Lunge at all (right now it's a dirct copy-paste from Squirlloid).
Progression:1 Bonus Feat, Weapon Aptitude
2 Bonus Feat
3 Art of War
4 Bonus Feat
5 Battlefield Recon, Surprise Lunge
6 Bonus Feat
7 Shake it Off
8 Bonus Feat
9 True Grit
10 Bonus Feat
11 Foil
12 Bonus Feat
13 Improved Shake it Off
14 Bonus Feat
15 Improved Foil
16 Bonus Feat
17 Array of Stunts
18 Bonus Feat
19 Greater Shake it Off
20 Bonus Feat, Supreme Reach
Class Features:[spoiler]
Weapon AptitudeAs the Warblade ability.
Art of War (JaronK)
Fighters train extensively in the basic arts of combat. At 3rd level the fighter gains a +1 bonus to opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks. This bonus increases by +1 every three fighter levels thereafter.
Battlefield Recon (JaronK)
Fighters battle against a great many foes, and learn to identify them quickly. A Fighter of 5th level or higher may add his class level to all Knowledge checks to identify creatures, and always counts as trained in any such knowledge check.
Surprise Lunge (Squirlloid)
As an immediate action the Fighter may treat his threatened area as 5' farther than usual, and any interrupted action which would then trigger an attack of opportunity does so. The fighter moves 5' such that the creature now triggering this AoO would be within his normal threat range, and then resolves the attack of opportunity. His threatened area then returns to normal.
Shake it OffAt 7th level, the fighter gains the ability to shake off various impeding effects. As a full round action, a fighter can attempt remove one of the following effects: blind, confused, dazzled, deaf, exhausted, fatigued, shaken, or sickened. To remove the effect, the fighter is allowed to roll another saving throw, at the original DC of the effect.
If the effect was caused by a spell that did not allow a saving throw, the fighter may attempt a Fort save against a normal DC for a spell or spell-like ability of that level. Any other condition that does not allow a save cannot be removed with this ability.
True Grit (JaronK)
Fighters must learn to tough it out under fire. A Fighter of 9th level or higher may add his constitution bonus to any save he has to make.
FoilAt level 11, a fighter can attempt to foil an opponent's action, causing it to fail, as an immediate action against an adjacent opponent. A fighter may foil another attack, a spell (even if cast defenisvely), or a skill check. To resolve the foil, the fighter makes an opposed attack roll using his full base attack bonus and all modifiers he'd normally add. If the fighter wins this opposed roll, the action fails.
If foiling an attack, the opponents opposes the fighter with his attack roll. If foiling a spell, the caster opposes the fighter with a Concentration check. If foiling a skill check, the opponent opposes the fighter with the appropriate skill check.
Improved Shake it Off At 13th level, a fighter can use shake it off to remove one of the following effects: cowering, dazed, fascinated, frightened, nauseated, panicked, paralyzed, and stunned. A fighter may use this ability despite the condition preventing him from using full round actions.
Improved Foil At 15th level, the fighter can use his foil ability at a greater range with a melee or ranged weapon. If using a melee weapon, the fighter can use foil against any opponent within his reach. If using a ranged weapon, the fighter can use foil with 30 feet or the weapon's first range increment, whichever is greater. All range penalties (if any) apply to the opposed roll.
Array of StuntsAt 17th level the fighter gains an extra swift action each round. This extra action can also be used as an immediate action.
Greater Shake it OffAt 19th level a fighter may use Shake it Off and Improved Shake if Off as a move action.
Supreme ReachAt 20th level, a fighter's melee reach increases by five feet. All range increments for ranged weapons are doubled. The fighter may use Foil with a ranged weapon at a distance of up to 60 feet.[/spoiler]