Ask the original poster, i just copied and pasted.
I think D12 is great. Ok, 75% maximum. I don't think the level of armor may apply. This is not DODGE, but bloching AC bonuses.
If raisen to d12, the character abilities just be downgrade. I suggest to remove the feint + roll with blow and keep only the expertise abilities chain + protecvtion vs critical chain.
My new revision:
Veteran
The veteran is the old campaigner, the over the hill fist fighter and the soon to retire career soldier. It’s often said “the best defense is a good offense” but the veteran know that it is just a dangerous lie that only the very young or very foolish believes. Experience has shown him that cunning, patience and the careful approach wins out every time. Other warriors might charge into combat, raining mighty blows all around, but the veteran takes no chances, watches his back and studies his opponents, letting them wear themselves out before he strikes back.
Requirements
Base Attack Bonus: +7
Skills: Sense motive 4 ranks (just allow s. motive(feint) as a class skill for fighter first)
Feats: Combat Expertise, Endurance
Hd:1d12
Class Skills
The sons skills (and the key ability score for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Ride (Dex), Sense motive (Wis), Swim (Str).
Skill points per level: 2+ Int modifier.
Class Features
Weapon and Armor proficiency: The veteran gains no new weapon or armor proficiency
Seen it before (Ex): The veteran naturally has seen most feints and combat moves before and don’t fall for the anymore. He gains a +4 competence bonus to Sense motive checks versus feinting in combat
Improve Combat expertise, and supreme combat expertise (Ex): When fighting a less skilled opponent the veteran can easily read the pattern of attacks. If fighting a opponent of less base attack bonus than himself and using combat expertise the veteran gains 1.5 times the penalty to attacks as a bonus to his armor class. When he reaches 9th level the dodge bonus becomes 2 times the attack penalty.
Wear them out (Ex): By moving around, dodging blows and only striking back occasionally a veteran can tire his opponent before going on the offense. If the veteran keeps engaging an opponent with at least one attack each round his opponent must roll fortitude save (DC 10+veteran level and int modifier+1/round after the third) after three rounds and each following round. If he fails it he is fatigued for as long as the veteran keeps attacking each round. Doesn’t work against construct and undead opponents.
Take no chance (Ex): A veteran is a master of pacing, staying out of reach and taking a poke shot at just the right time. The veteran can spend a full round action gaining only one attack, in that round and until his next action he can take a penalty to attack of any number equal to his base attack bonus or less and gain that penalty as a dodge bonus to armor class. Improved combat expertise ability works as normal if the opponent has less base attack bonus than the veteran (can stack with combat expertise).
Last strike counts (Ex): The veteran focuses on defending himself and then striking at the opening just as his opponent attacks. In any round where the veteran is already using the Take no chance ability and delays his action to just after an opponent (wait maneuver), he gets a +4 circumstance modifier to hit.
Out of harms way (Ex): The veteran is an expert at presenting only non vital parts of his body to attacks. If struck a critical hit there is a 25% chance that he turns the critical blow into a normal one. The % Improves at higher levels.
Class Base Fort Ref Will Special
Level Attack Bonus Save Save Save
1 +1 +2 +0 +0 Seen it before, Wear them out
2 +2 +3 +0 +0 Improved combat expertise
3 +3 +3 +1 +1 Out of harms way 25%
4 +4 +4 +1 +1 Take no chances
5 +5 +4 +1 +1
6 +6 +5 +2 +2 Out of harms way 50%
7 +7 +5 +2 +2 Last strike counts
8 +8 +6 +2 +2 Out of harms way 75%
9 +9 +6 +3 +3
10 +10 +7 +3 +3 Supreme combat expertise