(Original Concept by Elghinn Lightbringer)
Primary Class: Cavalier.
Secondary Class: Fighter.
Hit Dice: d10.
Bonus Skills and Ranks: The supreme warlord may select three fighter skills to add to his class skills in addition to the normal cavalier class skills. The supreme warlord gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The supreme warlord is proficient with all simple and martial weapons, with all types of armor (heavy, light, medium) and with shields (including tower shields).
Challenge: This is exactly like the cavalier ability of the same name, except that the supreme warlord can challenge an opponent 1/day at 1s level, and an additional time per day at 7th level and every six levels thereafter, to a maximum of 4/day at 19th level.
Order: The Order of the Adamant Command complements the supreme warrior multiclass archetype.
Battle Surge (Ex): At 3rd level, a supreme warlord can enhance the reflexes of his allies while upon the field of battle. Once per day, as an immediate action at the beginning of an encounter, a supreme warlord can speak a few inspiring words to his allies. The supreme warlord then makes a DC 15 Diplomacy check. If successful, any ally within 30 feet of the supreme warlord that can hear and understand him (including himself), gains a +1 morale bonus to initiative for a number of rounds equal to the 3 + the supreme warlord’s Charisma modifier. This bonus increases by +2 at 6th level and every five levels thereafter, to a maximum of +4 at 16th level. The supreme warlord can use this ability twice per day at 9th level, and three times per day at 18th level. This ability replaces cavalier’s charge.
Armor Training (Ex): Starting at 4th level, a supreme warlord gains the fighter’s armor training ability, and every six levels thereafter (10th and 16th), the indicated bonuses increase. At 10th level, a supreme warlord can move at his normal speed while wearing heavy armor. This ability replaces challenge 2/day, 4/day, and 6/day.
Quick March (Ex): At 4th level, the supreme warlord can compel his allies to greater speeds. Once a day, as a standard action, the base speed of any ally within 30 feet of the supreme warlord (including himself) increases by 10 feet. This benefit applies only when the ally is not carrying a heavy load. Apply this bonus before modifying the ally’s speed because of any load carried. The effect of quick march lasts for a number of rounds equal to the supreme warlord’s level. The supreme warlord can use this ability twice per day at 10th level, and three times per day at 16th level. This ability replaces expert trainer.
Leadership: At 6th level, a supreme warlord gains Leadership as a bonus feat, and gains a cohort as his personal body guard. This cohort is always a fighter and should be equipped with gear appropriate for its class, level, and duties, at the cost of the supreme warlord. The supreme warlord can try to attract a cohort of a particular race, gender, and alignment, if he so desires.
Weapon Training (Ex): Starting at 6th level, a supreme warlord gains the fighter’s weapon training ability. He may select one group of weapons at 6th level, and an additional weapon group six levels thereafter. This ability replaces bonus feat at 6th, 12th, and 18th level.
Battlefield Control (Ex): At 11th level, the supreme warlord is an expert at slowing the enemies advance. Any opponent that begins its turn within the supreme warlord’s threatened area treats all the squares that he threatens as difficult terrain. Thus, the movement of opponents affected by this ability is slowed. This threat area increases by 5 feet at 13th level, and every two levels thereafter, to a maximum increase of 20 feet at 19th level. This ability functions only while the supreme warlord is conscious, not if he is unconscious or dead. This ability replaces mighty charge.
Hard to Kill (Ex): At 14th level, a supreme warlord can bolster his allies to resist the onset of death and remain conscious despite his grievous wounds. Once per day, any ally within 30 feet of the supreme warlord (including himself) gains the benefits of the Diehard feat, even if it does not qualify for it. Unlike the feat, the maximum number of negative hit points that an ally can sustain and remain conscious before succumbing to death is equal to the supreme warlord’s level in negative numbers. For example, an ally bolstered by a 14th level supreme warlord can remain conscious until he reaches -14 hit points, and dies at -15 hit points. The effect of hard to kill lasts until the end of the encounter in which the ability was activated. The supreme warlord can use this ability twice per day at 18th level. This ability replaces demanding challenge.
Field Marshal (Ex): At 20th level, the supreme warlord becomes an indispensable and decisive front line commander. The supreme warlord gains DR 5/magic and adamantine, and gains immunity to all charm, compulsion, and fear effects (magical or otherwise). Each ally within 10 feet of the supreme warlord also gains a +4 morale bonus on saving throws against charm, compulsion, and fear effects. In addition, the supreme warlord can take 10 on all Diplomacy and Intimidate skill checks, regardless of circumstance. This ability replaces supreme charge.
Table: Supreme Warlord