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Thaumaturges use bargains, secrets, and dangerous magical practices to push their casting to greater heights than their more careful contemporaries achieve. A thaumaturge may, as part of the action required to use a spell or sphere effect, increase his caster level by 2 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of HD of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

Whenever a thaumaturge uses forbidden lore to enhance their magic, there is a 15% chance the thaumaturge will suffer backlash; the spell or sphere effect does not manifest, and any spell slot or spell points spent are lost. In addition, the thaumaturge suffers a -1 penalty to attack rolls, saving throws, skill checks, and to their effective caster level (minimum: 1), which lasts until he rests to regain spell points. This penalty is cumulative; every time the thaumaturge suffers backlash in a day, these penalties increase by 1.

(see Mind over Matter below)

When using the forbidden lore class feature, the knight of willpower is particularly powerful with certain spheres at the cost of others. When using forbidden lore to strengthen an effect from the Creation, Light, or Telekinesis sphere, the increase to his caster level is 50% higher than normal. This increase does not affect the bonus granted by invocations. When using forbidden lore to strengthen the effect of any of the other spheres, the increase to his caster level is only 50% of the normal value.

A knight of willpower may push themselves beyond their normal limits and apply this bonus to any sphere, eliminating the usual penalty to those spheres (or apply it a second time to the Creation, Light, or Telekinesis spheres for a total of a 100% increase to those spheres), by increasing the chance of backlash to 30% and increasing the penalty to attack rolls, saving throws, skill checks, and their effective caster level to -2. When used in this way, his forbidden lore bonus for the purposes of invocations is treated as if it were 50% higher. When using forbidden lore in this way the chance of backlash occurring cannot be reduced by any means.

This modifies forbidden lore.

Thaumaturges control power in its purest form; whether through bargains with outsiders, the summoning of primal spirits, or simply an untamable spark in their soul, a thaumaturge can invoke a limited amount of truly wondrous power.

A thaumaturge may use invocations a number of times per day equal to his casting ability modifier, which refreshes when he rests to regain spell points. Whenever an invocation calls for a saving throw, the DC is equal to 10 + 1/2 the thaumaturge’s level + the thaumaturge’s casting ability modifier. A thaumaturge may only use invocations of his level or lower. Using an invocation is a free action that may be taken even when it isn't the Thaumaturge's turn.

At 1st level, a knight of willpower may reroll a failed Will save as an immediate action. This invocation replaces meditation.

At 1st level, when using forbidden lore to augment a Light sphere glow effect, the knight of willpower may use an invocation to cause all enemies in the area of the light to become shaken as long as they remain within the area (Will negates). He may also use this invocation when using the Creation sphere to create an object which causes any creature touching the object to become shaken as long as they remain in contact with the object (no save). This replaces lingering pain.

At 1st level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to cause the affected targets to gain 1 temporary hit point per thaumaturge level. These temporary hit points stack with any the target already possesses, and last for 1 round.

At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a dodge bonus to AC equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.

At 3rd level, when using forbidden lore to augment a spell or sphere effect, the thaumaturge may use an invocation to grant himself a bonus to attack rolls equal to his forbidden lore bonus for a number of rounds equal to his casting ability modifier.

A character who has the combat training class feature, the Extra Combat Talent feat, or who has gained a martial tradition or combat talent progression by some other means can achieve martial focus.

Characters gain their martial focus after a minute of rest, or by taking the total defense action. You may not by any means regain focus more than once per round.

When you have martial focus, you can expend your focus as part of any single Fortitude or Reflex saving throw you make thereafter. When you expend your focus in this manner, your saving throw is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw is 13. You can also expend your martial focus to gain the benefit of certain combat talents and class features, as described in their entry, while other talents and abilities may require you to currently have martial focus.

Once you have gained martial focus, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance).