Fightest
(Because who doesn't need another OP fighting man class?)
A. Skilled Combatant, +2 Maneuvers
B. +2 Maneuvers
C. Slayer, +1 Maneuver
D. +2 Maneuvers
Skilled Combatant: You do not roll to hit. Instead, you make a Maneuver roll to see if you can do something special while attacking. A failed Maneuver roll means you just do your damage and nothing else. You still get critical hits on a 20 as normal. If there is some sort of skill check that you could plausibly do mid-combat (acrobatics, singing, whatever) you can make that in place of your Maneuver roll if you would prefer to do so.
Maneuvers: The base chance for each Maneuver is 8-in-20. Add 4-in-20 the first time you use each Maneuver in a day. When indicated (+2 or +1 Maneuvers), improve two (or one) different Maneuvers by 4-in-20. All Maneuver effects last until the end of your next turn, unless stated otherwise.
Sunder: A target object is damaged as if you had gotten a perfect hit against it.
Scale: A target larger than you cannot attack you, but you follow when it moves.
Stalk: The attack is subtle. May forgo damage to attempt a second Maneuver below.
Grab: A target your size or smaller cannot escape you. Improves other Maneuvers.
Throw: A target is knocked prone. If Grabbed, hurl them 15' in any direction first.
Disarm: A target has a visible item knocked 5' away or, if Grabbed, into your hands.
Scare: A target checks Morale. If Grabbed, Morale failure causes fearful babbling.
Slayer: Instead of rolling damage normally, you may instead force a foe to roll against Death & Dismemberment using your standard damage roll. If you do this, all damage rolls against you also force Death & Dismemberment rolls until the end of the fight.