Here's the TL;DR version: This class is horrendously overpowered, and renders all other direct combat classes utterly obsolete. You need to do a lot of streamlining to make this a well-rounded class (my partner calls it "busy" :P).
Now the long version, discussing why.
First off, you have three Good Save progressions. This is pretty much unheard of. One is the norm, two is exceptional, but three? You need a pretty strong justification for why a class has all three saves that high.
So, let's start there; Fort is acceptable as a good save, but the others really are not.
BAB is fine, though a true "tank" could have average instead as they are more about taking hits than dishing out. Hit dice might be depending on how you execute the rest of the class, but my gut says D8 for the hit dice since you seem to want a lot of showy abilities, especially if you keep Good BAB progression.
Now keep in mind all of my comments work of your original design brief; to create a "tanking" class. As such, I will seek to offer advice on the basis that you want the core focus to be damage control.
One last thing before diving into specifics; you seem to really like having two new abilities per level. Most classes have one per level, and even powerful classes sometimes have "empty" levels, or ones where it's just progressing an existing ability (ie: half the Rogue levels are just "Sneak Attack xD6". So, the first thing I would suggest you do is to literally take half of your abilities out. Moving on...
Fine for the class.
I'm sorry, but this strikes me as just far too good as an entry level ability. Its balanced with Dwarfs because their land speed is lower, and so it means they can keep up with armoured creatures of other races. If you want to keep this ability, it needs to come later in the class, and it should be tiered (ie: when it first appears it only applies to medium armour). I'd say 6th / 10th level as a rule of thumb.Form Fitting
Basic training accustoms the storm trooper to the weight of armour. He suffers no movement speed penalty from heavy armour, or large shields.
You should not get a bonus feat at first level - that's what Fighters are for. Also, you probably just want to call these "Fighter Bonus Feats" for simplicity. I would also suggest the class gains no other bonus on levels where it gets the bonus feat.Bonus Feat
At first level, and at every fourth level after (4th. 8Th, etc) the storm trooper gains a bonus feat. This can me any martial, general, skill or save feat. The Storm Trooper must still meat the prerequisites for the feat however.
Armour Focus as you have worded it is an easily abused feat progression system. Instead of it being a feat, call it "Signature Armour" and force the Storm Trooper to choose a specific type of armour (ie: Full Plate) as his signature armour type. As he levels, he gains bonuses to that armour.Armour Focus
The Storm Trooper gains Armour Focus as a bonus feat.
Also, remember that +1 AC is quite a powerful bonus at low levels; you probably shouldn't be throwing that out there as a second level ability. I'd probably start by reducing armour check penalty, with AC boosts coming at higher levels.
No. Specialisation is the Fighter exclusive "thing". If you give that to another class, you take away yet more of the Fighter's purpose.Combat Focus
Starting at 2nd level the storm trooper can use his storm trooper level to count as fighter levels for taking fighter specific feats (Ie: Weapon Specialization). Also, any Armour Focus/Specialization feats the storm trooper has for shields count at Weapon Focus/Specialization for that shield in granting additional damage and to hit bonuses.
Having Armour Focus etc count as Weapon Focus etc for shields is also horribly overpowered; it's giving you two feats in one!
This is fine IMO because your class is built around using heavy armour, and so this won't really have a big impact until the Mith Fullplate turns up, which will be at much higher levels and so easier to balance.Uncanny Dodge (Ex)
Starting at 3rd level, a storm trooper can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Certainly a good choice for the class.Improved Shield Bash
At 3rd level the storm trooper gets the benefit of the Improved Shield Bash Feat.
No. Just... no.Infallible Resolve (Ex)
Starting at the 4th level, a storm trooper no longer automatically fails a saving throw on a roll of 1. He can still fail the save if he doesn't meet the DC however.
Amour Specialization
The Storm Trooper gains Armour Specialization as a bonus feat.
See Armour Focus.
Evasion (Ex)Evasion is really out of character for a tank; it's an ability based on agility and fast reactions, being used by the party equivalent of a walking fortification. Mettle is a more appropriate choice.At 6th level and higher, a storm trooper can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the storm trooper is wearing armor that he has Armour Specialization in, or no armor. A helpless storm trooper does not gain the benefit of evasion.
This strikes me as seriously overpowered. I would change this to "The Storm Trooper counts as having the Two Weapon Fighting feat as a bonus feat, even if she does not meet the pre-requisites of the feat, so long as she is armed with a one-handed melee weapon and using a shield as her off-hand weapon."Sword and Board Fighting
Starting at 6th level the storm trooper can make shield bashes with their shield and attack with their weapon at the same time. Unlike two weapon fighting there is no attack penalty and they add their full strength modifier (instead of half as normal for off hand attacks). In addition the storm trooper can make as many irradiative attacks with their 'off hand' as their 'main hand'.
Tanks don't move fast. Hell, in some cases tanks don't move period. This ability feels utterly at odds with your end goals to me.Rapid Movement (Ex)
Quick movement speed is as important as heavy armour in avoiding danger. Starting at 7th level and higher the storm trooper gains +10ft movement speed as long as he is wearing armour he has Armour Specialization in, or is un-armoured.
...what? I'm sorry, but this is a flat out ludicrous ability. Drop this altogether.Combat Leap (Ex)
Starting at 8th level the storm trooper can do a combat leap as a full round action. The target in question must be at least 30ft away. The storm trooper must then make a running jump check to cover the distance, however they gain a bonus to that check equal to their current movement speed. If they make the check they land in front of the target and get to make an attack at their highest BaB. They also gain a bonus to hit equal to half their level, and a damage bonus equal to quarter that (or half if using a two handed weapon). There is no limit to the number of times an encounter/day this can be used.
Firstly, "Keen Senses" already refers to specific abilities. Second, I don't see how being able to stand in front of sharp objects for a living gives you supernatural awareness...Keen Senses (Ex)
Starting at 8th level the storm trooper adds half their storm trooper level to any spot, search, listen, and sense motive check. In addition if they pass a hidden or invisible object they gain a passive observation check as if they had actively 'taken 10' on a spot, listen and/or search check.
Some kind of bonus to spot and listen is quite appropriate though. I think just giving half their Stormtrooper levels as a bonus to spot and listen would work nicely.
See Armour Focus.Greater Armour Focus
The Storm Trooper gains Greater Armour Focus as a bonus feat.
Amour Specialization
The Storm Trooper gains Greater Armour Specialization as a bonus feat.
This is fine.Improved Uncanny Dodge (Ex)
A storm trooper of 11th level or higher can no longer be flanked.
This defense denies others the ability to sneak attack the character by flanking him, unless the attacker has at least four more 'rogue' levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum 'rogue' level required to flank the character.
Again, not seeing how this fits with the character...Slippery Mind (Ex)
Starting at 12th level storm troopers gets to roll two d20 instead of one to make a saving throw against a mind effecting attack/spell, and take the highest of the two rolls.
Again, Evasion does not fit.Improved Evasion (Ex)
At 13th level the storm trooper's Evasion is more powerful. He still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless storm trooper does not gain the benefit of improved evasion.
Should probably get this earlier.Mettle (Ex)
At 13th level the storm trooper can resist magical attacks more than most others. If you succeed a saving throw against a Fortitude or Will that would normally produce an effect on a successful save (Will half or Fortitude partial) you instead ignore that effect. Mettle does not benefit an unconscious or sleeping storm trooper.
Again, not appropriate to the class.Greater Rapid Movement (Ex)
The Storm Trooper is even faster in his armour. The storm trooper gains an additional +10ft movement speed as long as he is wearing armour he has Armour Specialization in, or is un-armoured.
Another skill I don't see having any purpose in this class...Cushioned fall (Ex)
At 15th level the storm trooper can negate some falling damage. If he makes a Reflex save equal to (10 + 1 per 10 feet up to DC 30 @ 200ft) he only takes halve damage. This only works if he is wearing armour he has Armour Focus in. In addition Evasion does not apply to this as you usually cannot save for half falling damage.
An even sillier version of Combat Leap... chop this one as well I think.Aerial Superiority (Ex)
Starting at the 16th level the storm trooper may attempt to down flying opponents with a Combat Leap. They would preform the leap check as normal, but instead of attacking they make a grapple check with a bonus equal to half their class level. If they succeed they then throw their opponents downward tearing them out of the sky inflicting damage equal to 1d6 per 5 feet fallen (up to 20d6 damage maximum). However, if the opponent is strong enough to lift the storm trooper over their head they can make an opposing strength check to throw the storm trooper off them, interrupting the attack.
Again, see Armour Focus.Supreme Armour Focus (Ex)
This feat functions much like (Greater) Armour Focus. The storm trooper gains an additional +2 to AC with any armour he has (Greater) Armour Focus with. This bonus applies to -multiple- feats (IE all armour focus) instead of one like Greater Armour Focus.
Supreme Armour Specialization (Ex)
This feat functions much like (Greater) Armour Specialization. The storm trooper reduces the armour check penalty by -2, and max Dex bonus by 2 with any armour he has (Greater) Armour Specialization with. This bonus applies to -multiple- feats (IE all Armour Specializations) instead of one like Greater Armour Specialization, and allows a positive armour check (IE Bonus) if the penalty is reduced past 0.
... how about Damage Reduction 1/- or 2/- instead?Arcane Resistance (Ex)
At the 19th level the storm trooper is so resilient he emits a slight anti-magical aura around him. Any spell targeting him (or something on him) that allows a save must make a spell penetration check equal to 10+The storm trooper's relevant saving throw.
I actually think this is a pretty cool idea for a 20th level ability, so keep this!Fortification (Ex)
At the 20th level the storm trooper gains a 50% chance to negate any critical hit as long as he is wearing armour he has Armour Focus in. This -stacks- with the Fortification armour enchantment, multiple pieces of armour with armour focus and similar spells (IE if his armour already has 50% Fortification, this increases that to 100% effectively making him immune to critical hits).
Okay, that's the lot. Not trying to be mean or anything, but this class really did read like "I want to be super-amazingly cool at everything!" rather than trying to make a characterful, defence-orientated build.
Finally, an idea for moving forward:
None of your abilities help party members very much, How about adding abilities that focus on protecting allies (ie: taking some damage on their behalf, or them getting AC bonuses if you are nearby). A big part of being a tank is keeping everyone else alive at the potential expense of your own life. Your Storm Trooper should look into this if it's going to be all about tanking.