Knight of the Middle Circle

(PRESTIGE CLASS)
These knights are members of the Stargazers organization. Once ordained, Knights of the Middle Circle accept strict demands for their allegiance and obedience and undertake many important duties. They provide security for Stargazer chapterhouses and may be called upon for similar service for allies of the Stargazers. Since the Stargazers welcome members of any class to their ranks, the Knights of the Middle Circle often deliver membership invitations to honorable, good adventurers or expert astronomers who have served the Outer Circle for several years. The knights often offer missions and quests to Outer Circle adventurers, and occasionally lead such adventures. If a mission is too important for those not sworn to the Stargazers to know of, Knights of the Middle Circle may be assigned to work on it secretly under the cover of some more obvious activity.

- Hit Die: d10.
- Proficiencies: A Knight of the Middle Circle is proficient with simple and martial weapons, shields, and all armor.
- Skill Points: 4 + Int Modifier.

REQUIREMENTS:

Alignment: Any Good.
Base Attack Bonus: +6.
Skills: Persuade 4 ranks, Bluff 4 ranks.

SPELLCASTING:

To cast a spell, a knight of the Middle Circle must have a Wisdom score of at least 10 + the spell's level, so a knight with a Wisdom score of 10 or lower cannot cast spells. Knight bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the knight gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the knight gets only bonus spells. A paladin without a bonus spell for that level cannot yet cast a spell of the level. A knight has access to any spell on the list below and can freely choose which to prepare, just as a cleric can. A knight of the Middle Circle prepares and casts spells just as a cleric does (though the knight cannot use spontaneous casting to substitute a cure spell in place of a prepared spell).

Abilities, Bonus Feats, and Saving Throws

Level BAB Fortitude Reflex Will Abilities Feats Granted Bonus Feat
1 1 0 0 2
  • Blindfight
  • Combat Sense +2 - Adds a +2 bonus to Attacks and AC vs. the targeted racial type for class level + 3 rounds. Unlimited uses a day.
0
2 2 0 0 3
  • --
  • --
0
3 3 1 1 3
  • True Strike 1/day - As the arcane spell.
0
4 4 1 1 4
  • --
  • --
0
5 5 1 1 4
  • Combat Sense +4 - The bonus to Attacks and AC increases to +4.
0
6 6 2 2 5
  • True Strike 2/day
  • --
0
7 7 2 2 5
  • --
  • --
0
8 8 2 2 6
  • --
  • --
0
9 9 3 3 6
  • True Strike 3/day
  • --
0
10 10 3 3 7
  • Combat Sense +6 - The bonus to Attacks and AC increases to +4.
0
11 -- 3 3 7
  • --
  • --
0
12 -- 4 4 8
  • --
  • --
0
13 -- 4 4 8
  • --
  • --
1
14 -- 4 4 9
  • --
  • --
0
15 -- 5 5 9
  • --
0
16 -- 5 5 10
  • --
  • --
1
17 -- 5 5 10
  • --
  • --
0
18 -- 6 6 11
  • --
  • --
0
19 -- 6 6 11
  • --
  • --
1
20 -- 6 6 12
  • --
0
21 -- 6 6 12
  • --
  • --
0
22 -- 7 7 13
  • --
  • --
1
23 -- 7 7 13
  • --
  • --
0
24 -- 8 8 14
  • --
  • --
0
25 -- 8 8 14
  • --
1
26 -- 9 9 15
  • --
  • --
0
27 -- 9 9 15
  • --
  • --
0
28 -- 10 10 16
  • --
  • --
1
29 -- 10 10 16
  • --
  • --
0
30 -- 11 11 17
  • --
0

Spells per Day

Level Spells Known (Levels 1-3)
1 2 3
1 - - -
2 - - -
3 1 - -
4 1 - -
5 1 - -
6 1 - -
7 1 1 -
8 1 1 -
9 1 1 1
10 1 1 1