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 faith,
particularly in the North, with one of their primary foes being the
malevolent lycanthropes who worship Malar and “infest” the Moonwood
in particular.

(More info will be included on this as I find it.)

They also engage in exploration, mapping and serving as guides
to folks within the borders of the Silver Marches. This goes hand in hand 
with their goal to further explore and map the new nation within its borders
and surroundings. Moonknights may be engaged as scouts and guides by the
Selûnite faithful for a nominal fee atop their expenses, while others may hire 
them at full fees. This function allows them to gain the capitol with which to 
help fund their own expeditions.

(Schedule of fees will be included in the temple when I find a good source to 
refer to.)

Race: Any
Alignment: Any Good
Base Attack Bonus: +6
Feats: Weapon Focus: Moon's Hand (Mace)
	Weapon Finesse: Moon’s Hand (Mace)
	Alertness
	Blindfighting
Skills: Knowledge: Religion: 4 ranks
          Knowledge: Geography: 3 ranks
          Diplomacy: 3 ranks
          Intuit Direction: 3 ranks
Patron: Selûne
Hit Die: d8

Skill Points: 4+ Int Mod each level

Class Skills: Climb (Str )
	Concentrate (Con)
	Craft (define) (Int)
	Heal (Wis)
	Hide (Dex)
	Jump (Str)
	Intuit Direction (Wis)
	Knowledge (Religion) (Int)
	Knowledge (Geography) (Int)
	Knowledge (Nature) (Int)
	Listen (Wis)
	Move Silently (Dex)
	Search (Int)
	Spot (Wis)
	Use Rope (Dex)
	Wilderness Lore (Wis)
See PHB for all descriptions

Class	Base	Fort	Ref	Will			
Level	Atk	Save	Save	Save		Special	
1	+0	+2	+0	+2		Moon's Magic, Moon's Hand, Moonglow, Selûne's Boon	
2	+1	+2	+0	+2			
3	+2	+3	+1	+3		Selûne's Blessing, Sense Lycanthrope	
4	+3	+3	+2	+3			
5	+3	+4	+2	+4		Turn/Command Lycanthrope	
6	+4	+4	+3	+4			
7	+5	+5	+3	+5		Smite Lycanthrope	
8	+6	+5	+4	+5			
9	+7	+6	+4	+6		Moonbow	
10	+8	+6	+5	+6			

Class Features
Weapon and Armor Proficiencies: Simple and Martial Weapons. Light and Medium Armor, Small and Medium Shield

Selûne's Blessing: The Moonknight receives a +2 bonus to all skill, attack, damage and saving throws when the moon is visible in the sky. Conversely, they receive a -1 penalty to all of the same rolls during moondark, reflecting the waxing and waning powers of their patroness.

Moon's Hand: The Moonknight recieves 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.

Moonglow: The Moonknight may cast this spell one time per day for each level she has in this class, regardless of actual spell casting ability. (See description below.)

Moonbow: The Moonknight may cast this spell twice per day, regardless of level and spell casting ability.

Smite Lycanthrope: The Moonknight may Smite Lycanthropes as a paladin or cleric may Smite Evil or Undead (this is usable only against evil lycanthropes, as Selûne is the patroness and protector of benevolent (good and neutral) lycanthropes.

Moon's Magic: A Moonknight whose prior class allowed the casting of spells continues gaining levels as a spell caster of their previous type in regard to caster level and the number of spells they are able to cast only. They also gain access to the domains of Moon, Travel, and Protection as if they are a cleric, but prior levels as a cleric will be limited to these three domains, rather than being able to select from the full amount.

Selûne's Boon: If a Moonknight is infected with lycantrhopy by a benevolent (good or neutral) lycanthrope, she is able to control the changes, and is unaffected by the phases of the moon. IF she is infected by a malevolent (evil) lycanthrope, she has a +5 bonus to her saving throw to resist the evil nature of her attacker's form. If she succeeds the Fortitude save, then her lycanthropic nature is a form that conforms to her own alignment.
If a Moonknight is lycanthropic, she is not specially vulnerable to silver, a special boon of the Lady of Silver.

Sense Lycanthrope: The Moonknight is able to sense the presence and nature/intent of lycanthropes with in a 90 foot radius of herself three times a day.

Command/Turn Lycanthrope: If the Moonknight does not possess the ability to cast spells, she gains the ability to turn or command lycanthropes as if she had the "granted" ability from the Moon domain.
This enables her to turn/command lycanthropes as if she were a cleric of equal level to her current level that is turning or commanding undead.

Moonglow
Alteration
Level:	 Clr 1
Components: V, S
Casting Time: 1
Range: 10 feet/level
Area: 10-ft. radius centered on 1 object
Duration: 1 round/level
Saving Throw: 
Spell Resistance: Yes (harmless)

This spell enables the caster to conjure a faint, blue-white radiance resembling moonlight, centered on a chosen item within range. The item chosen to be highlighted must be man-sized or smaller. Larger items are only partially illuminated (for instance, a particular spot on a wall could be lit). The clothing or gear of a foe attacking in darkness might be chosen, but the item must be visible to normal vision; the caster cannot choose to illuminate some part of an invisible foe. Chosen items, even those on the person of a hostile creature, are allowed the bearer's saving throw versus spell against being illuminated only if they have a dweomer.
Moon Glow is completely suppressed by any type of magical darkness. It is not bright enough to read spells or normal writing, but large inscriptions and clear, simple, or familiar markings can be discerned.
	
Moonbow
Alteration
Level:	 Clr 4
Casting Time: 7
Components: V, S, M
Duration: 1 round/2 levels
Range: 0
Effect: Creates 1 bow
Saving Throw: None
Spell Resistance: None

This spell creates a crystalline bow only the caster can use.  The bow is the size and strength of a short bow or longbow, as chosen by the caster during the casting.  A thin beam of silvery light serves as the bowstring and, when it is drawn back, causes a shimmering, silver arrow to appear in the proper position.
If the caster releases the bow for any reason, it fades into a cloud of luminescence that dances for 1d4+1 rounds, then vanishes into nothingness.  The bow can fire, at most two arrows per round at any target within range.  Each shaft trails a stream of motes of moonlight (as the 1st-level spell, but lasting only 1d4+1 rounds) delineating the path of flight.  A successful attack roll is required to hit the target.  After any attack, whether it hits or misses, the arrow fired vanishes in a manner similar to the crystalline bow, as described above.
The effects of a successful hit vary according to the type of target.  If shot into an area of magical darkness, the arrow negates the effect, but otherwise does nothing but trail the mote of moonlight.  Against a living creature, a moonbow shaft acts as a bolt of energy from the Positive Material Plane, inflicting 7d4 points of damage.  Against an undead creature that draws its power from the Negative Material Plane, the shaft inflicts 14d4 points of damage and bathes the target in silvery faerie fire for 1d4+1 rounds.  (Multiple successful attacks against one undead creature do not increase the faerie fire effect, but simply extend the duration if a later hit would outlast an earlier one.)
Against an undead creature that draws its power from the Positive Material Plane (such as a mummy), a moonbow shaft restores 7d4 points of damage, but has no other effect.