There was some talk about gestalting all the tier 5/6 classes into a single class and seeing what comes out. So I'm giving it a try, with a few modifications to fit them better together.
Classes used: Fighter, Monk, CA Ninja, Rokugan Ninja, Healer, Swashbuckler, Soulknife, Expert, OA Samurai, Paladin, Knight, CW Samurai
HD: d12
BAB: Good
Saves: All good
Class Skills (8+Int): All
1 AC Bonus, Aura, Bonus feats, Detect opposition, Fighting challenge +1, Flurry of blows, Healing hands, Mind blade, Smite 1/day, Spells, Sneak attack +1d6, Trapfinding
2 Divine grace, Evasion, Ghost step (invisible), Lay on hands, Mind blade +1, Shield block +1, Throw mind blade
3 Aura of courage, Bulwark of defense, Fast movement +10ft, Insightful strike, Poison use, Psychic strike +1d8, Still mind, Sneak attack +2d6, Uncanny dodge
4 Armor mastery (medium), Great leap, Ki strike (magic), Mind blade +2, Slow fall (any distance), Speed of darkness, Test of mettle, Turn or rebuke undead
5 Purity of body, Shape mind blade, Smite 2/day, Special mount, Sneak attack +3d6, Vigilant defender
6 Acrobatics +2, Fast movement +20ft, Improved uncanny dodge, Ki dodge, Mind blade +3, Shield ally, Staredown
7 Acrobatic charge, Effortless healing, Fighting challenge +2, Wholeness of body, Psychic strike +2d8, Speed climb, Sneak attack +4d6
8 Call to battle, Ghost strike, Improved flanking, Mind blade +4
9 Armor mastery (heavy), Bladewind, Fast movement +30ft, Improved evasion, Improved poison use, Sneak attack +5d6
10 Ghost step (ethereal), Ki strike (alignment), Mass staredown, Mind blade +5, Smite 3/day
11 Diamond body, Greater flurry, Lucky, Psychic strike +3d8, Shield block +2, Sneak attack +6d6
12 Abundant step, Acrobatics +4, Daunting challenge, Fast movement +40ft, Mind blade +6
13 Acrobatic skill mastery, Diamond soul, Fighting challenge +3, Knife to the soul, Sneak attack +7d6
14 Ghost mind, Improved shield ally, Improved staredown, Mind blade +7, Weakening critical
15 Fast movement +50ft, Psychic strike +4d8, Quivering palm, Smite 4/day, Sneak attack +8d6
16 Bond of loyalty, Ghost sight, Ki strike (adamantine), Mind blade +8
17 Impetuous endurance, Slippery mind, Timeless body, Tongue of sun and moon, Sneak attack +9d6
18 Acrobatics +6, Fast movement +60ft, Greater ki dodge, Mind blade +9
19 Empty body, Fighting challenge +4, Psychic strike +5d8, Wounding critical, Sneak attack +10d6
20 Frightful presence, Loyal beyond death, Mind blade +10, Perfect self, Shield block +3, Smite 5/day
Proficiencies: All armor, weapons and shields.
AC Bonus: As the monk/ninja class feature. A Warrior adds his Wisdom modifier to AC, +1 per five class levels.
Aura: The power of a warrior's aura (as detected by
detect evil and similar spells) is equal to his Warrior level.
Bonus Feats: A Warrior gains a bonus feat from the fighter list at every class level. His effective fighter level is equal to his Warrior level. He must meet the prerequisites as normal.
Flurry of blows: As the monk class feature, except that a mind blade always counts as a monk weapon.
Mind Blade: As the soulknife class feature, except that it is magical rather than psionic and can be drawn as a free action. A Warrior chooses one form for his mind blade at 1st level, which can be any melee weapon. This weapon uses the monk's unarmed strike progression to determine its base damage. For every size the chosen weapon's normal damage is larger or smaller than 1d6, it deals damage as an unarmed strike of one size larger or smaller. At every even class level it gains a +1 enhancement bonus or equivalent enchantments.
Smite: As the samurai class feature (+Cha atk/dmg) with the paladin's uses per day, except that if he smites a creature of opposing alignment it takes additional damage equal to his class level.
Spells: A Warrior can cast spells as a healer, drawing from the healer and paladin lists. He uses Intelligence as his primary spellcasting stat.
Throw Mind Blade: As the soulknife class feature. If his mind blade is a ranged weapon, he instead takes only a -1 attack penalty for each range increment.
Shape Mind Blade: At 5th level a Warrior can summon two copies of his mind blade at once, or a single copy with an enhancement bonus 1 higher than normal.
Ki Abilities (Su): The following require expenditure of a spell slot of the listed level or higher in order to use (and do not otherwise have any restrictions on number of uses). If the ability allows a save, its DC is based on Wis and using a spell slot higher than required increases the save DC by +1 for each additional level.
1st: Fighting challenge, Ghost step
2nd: Ki dodge, Test of mettle
3rd: Call to battle, Ghost strike
4th: Abundant step, Daunting challenge
5th: Bond of loyalty, Quivering palm
6th: Empty body, Loyal beyond death
Perfect Self: As the monk ability, except that he gains DR 10/epic.
Remove "Mind Blade" at 1st level.
Mind Blade: At 2nd level and higher a Warrior may treat any weapon he wields as a mind blade, but only one weapon at a time. This functions as the soulknife class feature, except that it is magical rather than psionic. The weapon uses the monk's unarmed strike progression to determine its base damage. For every size the weapon's normal damage is larger or smaller than 1d6, it deals damage as an unarmed strike of one size larger or smaller. At every even class level it gains a +1 enhancement bonus or equivalent enchantments. This ability replaces the weapon's normal enchantments while it is active.
Shape Mind Blade: At 5th level a Warrior may apply the benefits of Mind Blade to multiple weapons at a time, or increase the enhancement bonus granted to a single weapon by 1.