Immortal Soldier
The battlefield is often little more than a great factory for the manufacture of dead soldiers, grinding through lives with savage impunity. Through the eternal carnage of war there walk those rare individuals who seem, no matter the circumstance, to survive. The hapless grunt who's always there after every push by the enemy, with a few new scars; the stalwart sergeant marching along the formation barking out orders while arrows rain down; the dashing cavalier at the head of every charge with a lunatic grin and sword unsheathed: all could be immortal soldiers. Though lacking in anything approaching true immortality, they combine guts, toughness, and hubris in parts enough to weather any storm on or off the field of battle and can often be seen standing tall when everyone else--friend and foe alike--are on their knees, exhausted and bloody.
Hit Die: d12
Damage Reduction: At 3rd level, you gain Damage Reduction 2/--. This increases by 2 every four levels to a maximum of DR 10/-- at 19th level. This ability replaces Armor Training 1, 2, 3, and 4 and Armor Mastery.
Grin and Bear It: At 4th level, you can shrug off a potentially lethal blow and take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage, you can instead attempt to shrug off the damage. Make a Fortitude save against a DC equal to the amount of damage dealt. If the save succeeds, you take only half damage from the blow; if it fails, you are still only reduced to 0 hit points. If a successful save would still leave with below 0 hit points, you are reduced to 1 hit point instead. You must be aware of the attack and able to react to it in order to use this ability. This ability repalces Weapon Training 1.
Seen It All: At 8th level, you have seen and experienced so much on the field of battle that you grow jaded to the horrors of war. You receive a +2 competence bonus to all Will saves. This ability replaces Weapon Training 2.
Old Campaigner: At 12th level, a lifetime of forced marches, interrupted nights, and privation have hardened your body and spirit. You receive a +2 competence bonus to all Fort saves. This ability replaces Weapon Training 3.
Implacable: At 16th level, you're kept alive as much by your own determination as any force of blood or muscle. You no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that have already been taken, however, remain in place. Bonuses still accrue and you still die of old age when your time is up. This ability replaces Weapon Training 4.
Old Soldiers Never Die: At 20th level, you are the ultimate survivor and have seen more battlefields than generals and gods of war. You gain Fast Healing 2, which means as long as you are alive, you heal 2 hit points every round. You also become immune to fatigue and anything that would make you exhausted instead only makes you fatigued. Finally, any time you suffer nonlethal damage from any source (attacks, starvation, the environment, etc) you take only half damage. This ability replaces Weapon Mastery.