(here we go, shameless copy paste from the SIlverymoon source book)
The Order of Moonknights
The Order of Moonknights is a lay order of fighters, warriors, rangers and some militant clerics who act as the defensive arm of the Selûnite faith, particularly in the North. Their primary foes are the People of the Black Blood, a group of malevolent lycanthropes who worship Malar and are very active in the Moonwood area. Recent events in Amn have seen the establishment of a second major cell of Moonknights around the city of Murann. This port city, which has recently fallen under the rule of the Sythillisian Empire, holds a large temple to Selûne that her faithful very much want to see returned to their control. The Moonknights also act as explorers, mappers and guides to folks within the Silver Marches. This goes hand in hand with their goal to further explore and map the new nation and its surroundings. Followers of the order, though not the Moonknights themselves, may be engaged as scouts and guides by the Selûnite faithful for 3 sp per day, while others may hire them at twice this amount, or one electrum moon. This helps them to raise the capital used to fund their expeditions.
Requirements
To qualify to become a Moonknight, a character must fulfill all the following criteria.
Patron Deity: Selûne
Alignment: Any Good
Base Attack Bonus: 5
Feats: Weapon Focus (Heavy Mace), Track
Skills: Knowledge (Local): 2 ranks
Knowledge (Religion): 2 ranks
Wilderness Lore: 2 ranks
Class Features
Hit die: d8
Proficiencies: Simple & Martial, Light & Medium armor.
Skill points: 4+ int
Class skills: Climb (Str), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Use Rope (Dex), Wilderness Lore (Wis)
Base attack bonus progression: Medium
Saving throws
high: Fortitude & Will
low: Reflex
1: Selûne's Blessing: The Moonknight can draw upon the power of Selûne to better perform tasks. If the moon is visible to the Moonknight, he may apply a divine bonus equal to his Wisdom modifier to any one roll. He must decide to use this ability before the die is rolled. He may call upon this ability once per night per Moonknight level.
Moon's Hand: The Moonknight receives a +1 bonus to attack and damage rolls with the smooth headed mace that is the signature weapon of the ordained and lay clergy of the Moon Maiden.
2: Eyes of the Moon: At 2nd level a Moonknight gains Low Light Vision. In addition, he suffers no penalty while Tracking by moonlight.
Favored Enemy: Upon reaching 2nd level, the Moonknight gains lycanthropes as a favored enemy. This ability works exactly like the ranger ability.
3: Smite Lycanthrope: Starting at 3rd level the Moonknight gains the supernatural ability to deal crushing blows to lycanthropes. Once per day per level the Moonknight may add his Charisma modifier to his attack and damage rolls against a lycanthrope. He must declare the smite attempt before rolling the attack. If he accidentally smites a non-lycanthrope, the attempt still counts toward his total for the day.
Pure Blood: The Moonknight is immune to the curse of lycanthropy.
4: Moon Path: The Moonknight can cast moon path once per day as a 9th level cleric
Kiss of the Moonmaiden: Once per month during the full moon the Moonknight may pray over someone afflicted with the curse of lycanthropy. The afflicted being gets an immediate Will save (DC 20) to break the curse. Whether successful or not, that person may never receive the Kiss of the Moonmaiden more than once.
5: Selûnes Vengeance: Starting at 5th level, the Moonknight can turn or destroy lycanthropes as a good cleric turns or destroys undead. He may use this ability a number of times per day equal to three + his charisma modifier
Moonknight Spell List:
1st
- detect lycanthropes*, expeditious retreat,
faerie fire, light, moonbeam, sanctuary
2nd- cure light wounds, locate object, moon
blade, moonbow*, protection from elements,
shield other
3rd- cure moderate wounds, endurance, fly,
freedom of movement, resist elements
Some of this would need adjusting to our mechanics and game, like the Pure Blood could just be curse immunity, which is perhaps a bit too broad to fit the bill. Moonshand we already have through Silverstars and that would be a copy paste pretty much. I think theres a lot of similarities between the two and since we already have one Selune specific class, id never push for this. But its an old dream and what I originally made my main character to be.