Greater Fortified Flesh (Ex) armor worn This bonus stacks with any other bonuses to the armored hulk’s land speed Prerequisite: Armored Hulk 16 Benefit: The armored hulk’s chance of ignoring a critical hit or precision damage increases by 10% Damage Reduction (Ex) At 7th level, the armored hulk gains damage reduction Subtract from the damage the armored hulk takes each time she is dealt damage from a weapon or a natural attack At 10th level, and every three class levels thereafter (13th, 16th, and 19th level), this damage reduction rises by point Damage reduction can reduce damage to but not below Rapid Shedding (Ex) Prerequisite: Armored Hulk Benefit: The armored hulk may completely remove his armor as a full-round action without provoking attacks of opportunity while raging The armor automatically gains the broken condition and its hit points reduced by half If the armor already had the broken condition it is effectively destroyed and cannot be worn, though it may be repaired The armored hulk makes an Intimidate skill check as a free action gaining a bonus equal to the armor class of the armor worn (without any magical enhancement bonuses) upon removal of the armor All enemies within 30 ft are subject to that roll and may be demoralized based on the armored hulk’s Intimidate skill check results Greater Rage (Ex) At 11th level, when an armored hulk enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3 Fortified Flesh (Ex) While in rage, an armored hulk of 14th level has a 25% chance of ignoring a critical hit or precision damage – such as sneak attack – and she only suffers normal damage from the attack This chance increases by 5% every two levels thereafter (maximum of 40% at 20th level) This ability does not stack with other features or properties that grant the armored hulk to ignore critical hits or precision damage Armored Swiftness (Ex) At 2nd level, an armored hulk moves faster in medium and heavy armor, but not while carrying a heavy load When wearing medium or heavy armor, an armored hulk can move feet faster than normal, to a maximum of her base land speed Tireless Rage (Ex) Resilience of Steel (Ex) Starting at 17th level, an armored hulk no longer becomes fatigued at the end of her rage At 3rd level, the armored hulk is able to use her armor to help avoid deadly hits While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls This bonus increases by +1 every levels beyond 3rd (maximum +6 at 18th level) Mighty Rage (Ex) At 20th level, when the armored hulk enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4 Improved Armored Swiftness (Ex) Ex-Armored Hulks At 5th level, an armored hulk’s base land speed while wearing medium or heavy armor (but not carrying a heavy load) increases by an additional ft to +10 feet Apply this bonus before modifying the armored hulk’s speed because of any load carried or An armored hulk who becomes lawful loses the ability to rage and cannot gain more levels as an armored hulk She retains all other benefits of the class