Thayan Knight

Thayan Knight
While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the minds of their enemies with dark magic, there are times when they need protectors who have mastered the art of swordplay. These protectors are the Thayan Knights, familiar with magic and loyal to none but the tattooed mages. The Thayan Knights act as bodyguards and enforcers for the Red Wizards.

They lead common Thayan troops into battle and help guard the wizard enclaves. Although they are referred to as knights, they have no code of conduct, and the only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards. Almost all Thayan Knights are fighters, although monks and rangers have been known to persue this career. Barbarians are typically too reckless to concentrate on defense, and the Red Wizards consider other individuals too weak to perform the duties of a Thayan Knight.

Requirements:
Feats: Iron Will, Weapon Focus(Longsword), Disarm

Skills: Intimidate 8, Knowledge: Arcana 4, Knowledge: Local 2

BAB: +5

Alignment: Any non-good

Race: Human

Special: Sworn Allegiance to the Red Wizards of Thay

Class Features:

 * Hit Die: d10
 * Base Attack Bonus: High
 * High Saves: Fortitude
 * Weapon Proficiencies: None
 * Armor Proficiencies: Tower Shields
 * Skill Points: 2 + Int Modifier
 * Class Skilss: Bluff, Climb, Craft: Armorsmithing, Craft: Weaponsmithing, Craft: Woodworking, Gather Information, Heal, Intimidate, Jump, Knowledge: Arcana, Knowledge: Local, Lore, Parry, Spellcraft, Spot, Swin, Taunt
 * Horrors of Thay (Ex): Because of long exposure to the creulty of their homeland a Thayan Knight gains +2 morale bonus on saving throws against fear effects and +1 morale bonus on saving throws against charm effects.  At 4th level these bonuses increase to +4 and +2, respectively
 * Zulkir's Favor (Su): At 1st level, a Thayan Knight undergoes a long and painful tattooing ritual.  A magic tattoo, placed on the forehead, provides a +2 resistance bonus on Reflex saves.  While the tattoo is visible, the knight gains a +2 morale bonus on Intimidate checks as an extrodinary ability
 * Zulkir's Defender (Ex): A Thayan Knight of 2nd level or higher gains a +2 morale bonus on attack rolls
 * Fighter Feat: At 3rd level, a Thayan Knight may choose any one feat except Weapon Specialization from the fighter bonus feat list
 * Final Stand (Su): Once per day as a standard action, a Thayan Knight of 4th level or higher can inspire their troops.  Allies within 10 feet of the Knight gain 2d10 temporary hit points.  This ability affects a number of creatures equal to the Knight's class level + the Knight's Charisma modifier and lasts the same number of rounds