From Compendium of Worldly Lore
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 pursue 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.
Role: DPS
Characteristics: {{{Description}}}
Source: Complete Warrior
Game Rule Information
The Thayan Knight has the following game statistics.
Abilities: Charisma for your extraordinary abilities and Strength for dealing damage to your fellow wizard's foe.
Alignment: Any Nongood
Hit Die: d10
Starting Gold: N/A
Class Skills
The Thayan Knight's class skills are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (Thay local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Swim (Str)
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Thayan Knight.
Weapon and Armor Proficiency: A Thayan Knight is proficient with tower shields and whatever they were already proficient with prior to taking levels in this class.
Horrors of Thay Ex: Because of long exposure to the cruelty of her homeland, a Thayan knight gains a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on saving throws against charm effects. At 4th level, these bonuses increase to +4 and +2, respectively. None of these bonuses apply against attacks from Red Wizards.
Zulkir's Favor Su: At 1st level, a Thayan knight undergoes a long and painful tattooing ritual. A magic tattoo, placed either on the back or the forehead, provides a +2 resistance bonus on Reflex saves. The tattoo also marks the knight as someone loyal to the Red Wizards. The knight automatically fails any saving throw against a mind-affecting spell cast by a Red Wizard. When the tattoo is visible, the knight gains a +2 morale bonus on Intimidate checks as an extraordinary ability.
Zulkir's Defender Ex: A Thayan knight of 2nd level or higher gains a +2 morale bonus on attack rolls and damage rolls against any creature that attacks her or that she has previously seen attack a Red Wizard.
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 her 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.
Zulkir's Champion Su: A 5th-level Thayan knight receives a large magic tattoo across her face, signifying her devotion to the protection of the Red Wizards. Once per day, she can add a +2 luck bonus on a single saving throw. This bonus can be taken after the die is rolled and after other modifiers have been applied to the roll. When the tattoo is visible, the knight gains a +4 morale bonus on Intimidate checks as an extraordinary ability.