Master of Many Styles-For every Fighter Bonus Feat you possess, you may choose one additional feat. This extra set of Fighter Bonus Feats makes up a Combat Style. At any time you may choose to switch between your normal set of Fighter Bonus Feats and this Combat Style as a swift action. When you make this switch, all feats are changed at once. The Fighter may change back to his normal feats using a swift action.

The Fighter masters additional Combat Styles as his level increases. At level X and every Y levels thereafter, the Fighter gains one additional combat style. A Fighter may switch directly between two different combat styles as a swift action. You may not use your Fighter Bonus feats to qualify for a feat in your combat style, or vice verca.

Weapon Superiority-The Fighter is a master of fighting with weapons in esoteric ways that foes do not anticipate. Starting at level X the Fighter may choose one feature from the list below to use with any weapon he has Weapon Focus in (or can apply Melee/Ranged Weapon Mastery to). Every Y levels he may choose one additional feature.

Starting at level X, the Fighter may change these properties with a few minutes of practicing and concentration. At level Y, he may change these properties as a swift action once per round. At level Z, he can change these properties as an immediate action.

Spoiler: Superiority Property List
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Reach-You may treat a non-reach weapon as a reach weapon.
Inclusive Reach-You may threaten squares adjacent to you while wielding a reach weapon
Finessible-You may treat the weapon as if it was usable with Weapon Finesse, even if it is normally not capable of such.
Concealable-You gain a +5 bonus on sleight of hand when attempting to hide your weapon.
Brutal-Reroll any 1s on your damage roll. If taken a second time, reroll 2s as well.
Deadly-Gain a +2 bonus to confirm critical threats.
Accurate-Gain a +1 bonus to-hit.
Forceful-Your weapon deals damage as though it were 1 effective size category larger.
Charger-Use your weapon to deal double damage on a mounted charge, like a lance.
Chargebreaker-You can set your weapon against a charge.
Double Weapon-You can treat your weapon as a double weapon, even if it is not one. Effectively you can two weapon fight while wielding only a single weapon. Normal rules for double weapons apply (take normal TWFing penalties, count weapon as 1h and light weapon, even if being wielded in two hands).
Tripping Weapon-You may use the weapon to trip an opponent
Grappling Weapon-You may use the weapon in a grapple even if you otherwise would not be able to.
Bullrushing-You may use the weapon to bullrush an opponent without provoking an attack of opportunity. If you have the Improved Bullrush Feat, this allows you to bullrush creatures 1 size category larger than normal.
Combat Maneuver Bonus-You gain a +4 bonus to a specific combat maneuver (such as Bullrushing, Tripping, Feinting, etc) made using the weapon.
Melee Adaptation-You can use a ranged or throwing weapon as a melee weapon.
Throwing-You may treat a weapon not designed to be thrown as a throwing weapon with a range increment of 20ft.
Increased Range Increment-You may treat a throwing or projectile weapon as though its range increment were 30ft longer than usual
Rapid Reload-Reloading your weapon is faster than normal. (Full Round becomes Standard, Standard becomes move, move becomes free). You may use this ability multiple times with the effect stacking.
Returning-If you miss an attack with a thrown weapon, it returns to your square at the end of the round.
Ricochet-When successful with a ranged attack, you can make a second attack roll at a -2 to hit an adjacent target. This may be used 1/round.



Spoiler: Notes
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Yeah these two are pretty large, defining features. But they are a couple of my favorite generic fighter type abilities, and would hate myself if I didn't post them here. They both lend themselves towards giving the Fighter a lot more options and versatility in combat, especially when used together.


Battlefield Mobility-At level X the Fighter gains a 10ft bonus to his Movement Speed for every 5 Fighter levels possessed (round down). As a swift action you can move up to half your movement speed without provoking attacks of opportunity.

Warlord's Knowledge-The Fighter can make a special knowledge check with a bonus equal to his Fighter class level in place of any knowledge check involving battle on a small or large scale. This may be used to identify creatures, gain information about battle formations, draw out a siege plan, and so on.

5 ranks of Knowledge(History) provides a +2 synergy bonus with Warlord's Knowledge.