These are the stats I used for the Blood Knight, Konas Esprillon. While the Champion path is more in flavor with his abilities, I gave him 5 tiers of Guardian for its defensive abilities. At this level, the more I can mitigate rocket tag, the better.
Konas Esprillon CR 15
Male human blood knight fighter 12 guardian 5
LE Medium Undead (augmented humanoid)
Init +9; Senses darkvison 60 ft. Perception +10
AC 32, touch 17, flat 28 (+12 armor +3 deflection, +4 dex, + 3 shield)
hp 286 (12d10 +220)
Fort +24 Ref +18 Will +13; +3 vs. Fear, mythic saving throws
Defensive Abilities , bravery +3 DR 10/mythic and bludgeoning,; Immune undead traits
Speed 30 ft.
Melee: +3 adamantium bastard sword +27/+22/+17 (1d10+14 17/20 plus bleed) or +3 adamantium bastard sword+23/+18/+13 (1d10 +14 17/20 plus bleed) and +1 bastard sword +21 (1d10+10) or slam +19 (1d4+10 plus blood drinking plus grab)
Special Attacks: bleed 1d8 and 1 con, blood drinking, fountain of blood (DC 22), weapon training (heavy blades +2, natural +1)
Str 22, Dex 18, Con -, Int 8, Wis 12, Cha 23
Base Atk +12; CMB +18 (+22 grapple); CMD 33
Feats Bleeding Critical (Mythic), Combat Reflexes, Critical Focus, Disruptive, Exotic Weapon Proficiency (Bastard Sword), Greater Weapon Focus: Bastard Sword, Greater Weapon Specialization: Bastard Sword, Improved Critical: Bastard Sword, Lightning Reflexes, Toughness, Two Weapon Defense (Mythic), Two-Weapon Fighting, Weapon Focus: Bastard Sword (Mythic), Weapon Focus: Bastard Sword
Skills Escape Artist +12, Intimidate +21, Knowledge (engineering) +5, Perception +10,Racial Modifiers +10 Escape Artist
SQ amazing initiative (mythic), armor training 3, blood body, bonded armor, clean blade (mythic),martial supremacy, mythic power 13/day (surge +1d8), mythic saving throws, parry spell (mythic) retributive reach (mythic),sudden block (mythic)
Gear +3 full plate, +3 adamantium bastard sword, +1 bastard sword, brooch of shielding cloak of resistance +2, ring of protection +3
Blood Body (Ex) A blood knight can store items within its liquefied form. It can retrieve any item stored in its body as a move action or as a free action that is part of a move. An item to be stored must be of a size and shape that fits within whatever portion of the blood knight's armor it is placed.
Blood Drinking (Ex) Any living creature damaged by a blood knight's slam attack takes 1 point of Constitution damage in addition to the normal damage. If the blood knight grapples an opponent, it deals 1d4 points of Constitution damage each round that the grapple is maintained. The blood knight gains 5 temporary hit points for 1 hour each round it drains blood.
Blood Slick (Ex) A blood knight constantly drips slippery blood in a 10-foot-radius spread around itself. The blood slick functions as a grease spell with a save DC of 22. Blood knights are immune to any blood kngiht's blood slick.
Bonded Armor (Ex) A blood knight always wears the armor in which it died. It cannot remove this armor or exchange it for another suit. If the armor is destroyed, the blood knight is destroyed as well. The blood knight has a +5 bonus on saving throws made on behalf of its armor.
Fountain of Blood (Ex) As a full-round action, a blood knight can spray blood from its armor in a great cascade. Each creature within a 15-foot radius is covered in blood and must succeed on a DC 22 Fortitude save as though it had ingested the blood knight's poisonous blood. The blood fills the area until the blood knight's next turn. Creatures entering the spray while it persists are subject to its effects, but a creature can only be affected only once per round. The area covered by the blood spray becomes coated as though by a blood slick and remains slippery for 6 rounds, or until the blood is washed away by at least 5 gallons of water or other liquid, or burned away by normal or magical fire as a full-round actions. Creatures and objects within the area that do not have total cover are coated with the blood, which functions as a grease spell for the purpose of using and handling items (DC 22 Reflex save negates). Failure means the item is immediately dropped. A creature coated in blood gains a +10 bonus on Escape Artist checks. Once a blood knight has used its fountain of blood attack, it must wait 1d4 rounds before it can do so again. Blood Knights are immune to this ability.
Poisonous Blood (Ex) Fountain of Blood- contact or ingested; save]/i] Fort DC 22;[i]frequency 1/round for 6 rounds; initial effect 1 Con damage; secondary effect nauseated for 1 minute; cure 2 consecutive saves.
MYTHIC SPECIAL ABILITIES
Amazing Initiative (Ex): You gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Clean Blade (Ex): Whenever you score a critical hit, as a free action you can make a ranged touch attack to fling the blood and gore at another opponent within 30 feet. If the touch attack hits, the foe is sickened for a number of rounds equal to your tier. If the touch attack is a critical hit, the foe is also blinded for the same duration. A blinded foe can spend a full-round action to remove the gore and end the blindness.
Martial Supremacy (Su) Konas Esprillon has fought countless battles gains a profane bonus on all saving throws equal to ihis strength modifier. Additionally, he gains bonus hit points equal to its strength modifier times his hit die. (+78 hp).
Mythic Saving Throws (Ex): Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Parry Spell (Su): As an immediate action, you can expend one use of mythic power to block a spell targeting you or an ally adjacent to you. The spell must be a ray, a single-target spell, or a spell that creates an effect targeting one creature (such as acid arrow, and the level of the spell's spell slot must be equal to or lower than your tier. Make an attack roll as if making an attack of opportunity. If the result of the attack roll is greater than the spell's attack roll or save DC, the spell has no effect on the intended target (though other targets from the same spell, such as multiple targets of, are affected normally). A spell that has neither a DC nor an attack roll (such as magic missle) can't be affected by this ability. You must declare using spell parry after the spellcaster's target is announced, but before the target's saving throw or attack roll is made.
Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.
Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.