Hybrid 3rd Class Warrior (3.5e NPC Class)
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 Hybrid 3rd Class
Hybrid 3rd Class are part mortal, part green magic. At some point early in their life a Hybrid 3rd Class is infused with arcane energy. This painful infusion of potent magic can show phyically in many ways such as scars or strange green eyes. The energies that now course through their body grant them feats of strength. Hybrids can often move quickly in heavy armor and they favor using greatswords to maximize their crushing power. Their physical frames also hide a great deal of their prowess and they often look no different from any other athletic member of their native race.
3rd Class Hybrids are weaker and less powerful than full blooded Hybrid Elites. Their arcane infusion and combat training are mundane at best and they always wear helmets to cover their green eyes.
- Starting Age
Class Skills (2 + Int modifier per level)
 Class Features
All of the following are class features of the Hybrid 3rd Class:
Weapon and Armor Proficiency: Greatswords. Light, Medium, and Heavy Armor.
Replaceable: Any time a 3rd Class Hybrid would gain a feat they instead gain a +1 insight bonus to attack rolls.
Grip (Ex): At 2nd level a 3rd Class Hybrid holding a two-handed weapon gains x2 strength damage instead of x1.5 strength damage.
Great Fortitude (Ex): At 6th level a 3rd Class Hybrid gains a +2 to their Fortitude saves.
Power Load (Ex): At 9th level a 3rd Class Hybrid can run at 5 times there base land speed. They also receive no speed penalties when wearing heavy armor.
Weapon Option (Ex): At 12th level a 3rd Class Hybrid holding a two-handed weapon gains a +2 shield bonus to Armor Class against ranged attacks. At the beginning of their turn they can trade this bonus for 2d6 Sneak Attack Damage as a swift action. This bonus applies until the beginning of their next turn.