Knight Of Willpower

Knights of willpower are warrior-mages who have specialized in a very narrow field of magic. Able to create objects made from nothing but pure will, they wield their force of personality as both blade and armor. Focusing their power inward, they can make themselves unmovable in their cause. Focused outward, they can achieve feats of magic far beyond that of mere dabblers in the arts of Creation, Light and Telekinesis.

Mind Over Matter: 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.

Invocations: The knight of willpower gains the following invocations, each of which replaces an existing invocation.

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

Unbreakable Will: At 2nd level a knight of willpower gains immunity to fear and any other non-allied creature normally immune to fear loses that immunity while within 10 ft. of the knight of willpower, replacing their usual immunity with a +4 bonus to saves against fear effects.

The knight of willpower must consciously determine who is an ally and may do so as a free action. At 6th level, allies within 10 ft. of the knight of willpower gain a +1 morale bonus on saving throws against fear effects and enemies take a -1 penalty on saving throws against fear effects. This bonus and penalty increases by 1 for every additional 4 levels the knight of willpower has to a maximum of +/- 4 at 18th level. This ability only functions while the knight of willpower remains conscious, not if he is unconscious or dead.

This ability replaces occult knowledge.

Bonus Feats: The knight of willpower’s bonus feats must be Enhanced Creation, Extra Magic Talent (which must be a Creation, Light, or Telekinesis sphere talent), Forceful Creation, Iron Will, Kinetic Creation, a teamwork feat, or any feat which has Iron Will as a prerequisite.

This alters the bonus feats a thaumaturge normally gains at 4th, 8th, 12th, 16th, and 20th levels.

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