I'm working on a new project with Jojiro of Dungeonantology called Gunboats and Gargoyles. It's going to be weird. This is the first draft of three possible fighter classes for it - none of it at all confirmed or set in stone, not even the names.
The Brawler
Equipment: Any melee weapon of your choice, brass knuckles, a thick leather apron, wooden clogs, and a flask of vodka.
Skill (1d3): 1. Bar Bouncing, 2. Pro Wrestling, 3. Mob Enforcing
For each template you have in this class, gain +1 HP.
A: Drinks on Me, Improvisation
B: Suplex, +1 to-hit
C: Knuckles to Head
D: Creative Destruction, +1 AC
Drinks on Me: If you buy a round of drinks in a sketchy establishment, you'll make 2d4 friends, 1d4 enemies, and learn 1d3-1 rumors.
Improvisation: Your armed melee attacks deal a minimum of 1d6 damage regardless of weapon, and your unarmed attacks deal 1d4 damage.
Suplex: You have +2 to grapple rolls and foes you grapple must Save or be stunned for 1 round.
Knuckles to Head: If you hit a melee attack from surprise, your foe must Save vs unconsciousness.
Creative Destruction: If you use your environment or an improvised weapon in a melee attack, you deal an additional 1d6 damage.
The Duelist
Equipment: A smallsword, a parrying dagger or a revolver and 12 rounds, a fancy cloak, and white gloves.
Skill (1d3): 1. Swashbuckling, 2. High Society Etiquette, 3. Inciting Riots.
For each template you have in this class, gain +1 AC and +1 to-hit while armed and unarmored.
A: Challenge, Parry
B: Riposte, +1 HP
C: Allez, En Garde
D: Fleche, +1 HP
Challenge: If you yell out a challenge at no more than [template] foes, they must Save or only be able to attack you for a minute (or until you're incapacitated). If you slap someone across the face with a glove, they must duel you at a reasonable time and place of your appointing.
Parry: Once per fight, you can choose to reduce the damage taken from any source by 1d12.
Riposte: If your Parry reduces the damage of a melee attack to 0, you may make an attack against the triggering foe. If your return attack is with a pistol, it takes no penalty from being in melee.
Allez: On the first round of combat, you gain +2 to-hit and +1d4 damage with all attacks, and may move twice your normal speed.
En Garde: You may forgo all attacks and move at half speed to gain +4 AC vs melee attacks.
Fleche: When facing no more than one foe in melee combat, you may attack twice per round.
The Gunslinger
Equipment: 2 revolvers and 24 rounds, a rifled musket and 12 rounds, a bandana, and a tin of dip.
Skill (1d3): 1. Running from the Law, 2. Hiding from the Law, 3. Being the Law.
For each template you have in this class, gain +1 to-hit with firearms.
A: Silent Menace, Quickdraw
B: Deadeye, +1 HP
C: In A Pinch
D: Fanfire, +1 HP
Silent Menace: If you hover your hand over the handle of a holstered pistol, you gain +2 to reaction rolls, but the best possible result is fearful rather than cooperative.
Quickdraw: You can never be surprised, and always act first in combat.
Deadeye: The range of firearms you wield is doubled. Your accuracy with firearms
is such that you will never miss any unmoving target within your gun's
range.
In a Pinch: You suffer no penalties for firing a gun in melee range. You always and unconditionally, even if searched, have a single-shot derringer loaded with one bullet hidden on your person. If used or lost, the gun and bullet replenish whenever remotely plausible.
Fanfire: You can fire every shot in a revolver in one combat round, at a -4 to
hit with each shot. There is a 1-in-6 chance that your gun instead blows
up. You can fire repeating rifles twice per round.