Offensive Mage

## Description

The wielders of true energy, formed in small or large bursts meant to kill. They are not saviours, but destroyers, eliminating their foes with an elegance only achievable my magic.

## Requirements

Have Basic Magic Affinity (Only applies to people trying to multi-class into this class)

Also Note: You cannot be both a Defensive and Offensive Mage, you may take multiple specializations in one of them, but cannot level into both.

## Role

While many offensive mages are intelligent and scholarly, the main focus of them is placed on their combat abilities. They often serve alongside armies to assist, their powers commonly being enough to turn battles in one sides' favour.

## Alignment

While this class has no alignment necessities, most will lean towards either chaotic, evil, or both.

## Hit Die

* 2d8 (Base)
* 2d14 (Fire Wielder)
* 2d16 (Storm Singer)
* 2d12 (Frost Breather)
* 2d10 (Shadow Binder)

## Class Skills

* Maneuvers
* Deceiving
* Lie Detection
* Negotiation
* Intimidating Words
* Knowledge (Meteorology)
* Knowledge (Nobility)
* Profession (Demon Cult)
* Straining
* Quiet Speaking

## Class Abilities

### Magic Affinity

Your birth marks something special, another energy wielder enters the world. Magic resides within all, but you have something of a special connection to it, and so, your life will be dedicated to honing your craft.

If you are starting with this class, you gain the Magic Affinity trait, giving you a +2 in all Knowledge (Magic) skills. You also gain the Birth Magic trait, giving you a permanent +1 to magic attacks.

If you are multi-classing into this class, you replace your Basic Magic Affinity trait with the Magic Affinity trait, giving the same bonuses as above.

Either way, you gain a number called Affinity. Your base Affinity is your Wisdom + 2d(Wis Mod). This is how many affinity points you can use to conjure powers during a day. They reset at midnight every day. Every level you gain 1d(Wis Mod) in more Affinity points to use.

After you use up your Affinity points, you take a -1 penalty to Magic attack. After every 2 spells past that, you take another -1 penalty. Once you reach a -5 penalty, you take a -6 to all physical attributes. Once you reach a -8 penalty, a -6 to all mental attributes. Then a -10, a -40% HP. At -12 you take a -60% HP, at -14 you gain a -2 to AC, at -16 you have a -4 to AC, at -18 you gain another -2 to both attacks and AC. Finally, at -20, you take a DC 20 Fortitude save or fall unconscious. If you pass, every time you perform another spell, the DC adds another 2 in difficulty.

***Please Note: When calculating magic attacks, you use your BAB + Wis Mod.***

### Specialization

All mages have a birth mark, either at birth or when their Affinity is unlocked. They tell of what magic school the individual belongs to. The mark is what makes a mage, and if it is ever lost, so would the mage be.

#### Fire Wielder

The mage of flames, controlling it in all its forms.

You gain Fire Magic, One-Handed Heavy Bladed Weapons, and up to Light Tier Armour proficiencies.

#### Storm Singer

The mage of lightning, controlling it in all its forms.

You gain Shock Magic, One-Handed Light Bladed Weapons, and up to Light Tier Armour proficiencies.

#### Frost Breather

The mage of ice, controlling it in all its forms.

You gain Ice Magic, One-Handed Light Bladed Weapons, and up to Light Tier Armour proficiencies.

#### Shadow Binder

The mage of shadows, controlling them in all their forms.

You gain Shadow Magic, One-Handed Light Bladed Weapons, and up to Light Tier Armour proficiencies.

### Specialization 1

#### Fire Wielder – Ember Slap

Gain a power that costs two affinity points. It does 4d8 damage + 2d10 Fire damage for 1d6 Rounds. It has a 25 ft range. ***This takes up a single standard action.***

#### Storm Singer – Static Shock

Gain a power that costs three affinity points. It does 6d8 damage + 4d8 Non-Lethal Shock Damage. It has a 30 ft range. ***This takes up a single standard action.***

#### Frost Breather – Ice Spike

Gain a power that costs two affinity points. It does 4d6 damage + 2d6 Cold damage for 2d4 Rounds. It has a 40 ft range. ***This takes up a single standard action.***

#### Shadow Binder – Shadow Strike

Gain a power that costs three affinity points. It does 6d6 damage + 2d8 Curse damage for 4d2 Rounds. It has a 35 ft range. ***This takes up a single standard action.***

### Specialization 2

#### Fire Wielder – Fire Storm

Gain a power that costs six affinity points. It covers a 5x5 AoE with fire that does 6d8 damage + 2d6 Fire damage for 2d4 Rounds. It has a 30 ft range. ***This takes up two standard actions.***

#### Storm Singer – Thunder Storm

Gain a power that costs five affinity points. It covers a 11x11 AoE with clouds that emit thunder, causing all targets within the cloud to take a -2 morale penalty unless they pass a DC 20 fortitude save. It does not affect the caster. It lasts for 2d6 rounds. ***This takes up two standard actions.***

#### Frost Breather – Glacier Shield

Gain a power that costs three affinity points. It summons a 1x3 ice shield adjacent to you. It provides an impenetrable shield towards the front and a full heavy cover bonus to attacks slightly blocked from the wall. It lasts for 2d8 turns. ***This takes up a single standard action.***

#### Shadow Binder – Shadow Shield

Gain a power that costs two affinity points. It gives the wearer a personal shadow shield that gives a +2 AC bonus. It does not restrict the wearer's ability to wield two-handed weapons and will dissipate after 2d12 turns. ***This takes up a single swift action.***

### Magic Charge

You can spend a single turn to charge up your powers, giving your next attack 100% increase in damage.

### Killer Glare

Maybe you aren't the strongest, but eyes can be just as damaging as fists sometimes. You can infuse your eyes with your magic and stare at a target. If they fail to resist a DC 26 fear (Will) save, they will take a -3 morale penalty for 4 turns.

### Specialization 3

#### Fire Wielder – Fire Blast

You gain a power that costs five affinity points. It does 8d8 damage + 2d10 Fire damage for 2d6 rounds. It has a 35 ft range. ***This takes up a single standard action.***

#### Storm Singer – Lightning Bolt

You gain a power that costs six affinity points. It does 10d8 damage + 8d8 Non-Lethal Shock Damage. It has a 40 ft range. ***This takes up a single standard action.***

#### Frost Breather – Water Drain

You gain a power that costs six affinity points. You may drain some water from a living target. It does an immediate 6d10 Damage and gives your next attack three extra damage die. This is a touch attack. ***This takes up a single standard action.***

#### Shadow Binder – Mind Control

You gain a power that costs seven affinity points. The attack automatically works, but can be resisted during a DC battle. The attacker rolls a normal magic attack plus the base will save bonus. The defender rolls a simple will save. If the attacker wins, then the target is mind controlled for 2d4 turns and will attack the nearest friendly target. It has a range of 45 ft. ***This takes up a single standard action.***

### Magical Defense

After wielding the powers for so long, you have gained a tolerance of them, both for casting, and for being of the receiving end of the attacks. You gain a permanent 20% DR vs Magic.

### Specialization 4

#### Fire Wielder – Fire Echo

You gain a power that costs six affinity points. It pushes a fire blast from you, going out 20 ft in all directions, pushing all targets out of that AoE. Any targets within the blast take a 4d8 Damage + 2d8 Fire damage for 2d4 turns. ***This takes up a single standard action.***

#### Storm Singer – Shatter Shock

You gain a power that costs eight affinity points. It does 8d8 Damage + 10d8 Non-Lethal Shock damage, as well as stunning the target until the beginning of your next turn. ***This takes up a single standard action.***

#### Frost Breather – Ice Trap

You gain a power that costs seven affinity points. In six selected spaces within 20 ft of you, large ice spikes emerge. Targets must pass a DC 22 reflex save to dodge them, if successful must go to an adjacent square of the spike. The spikes do 8d8 Damage and grapple opponents, requiring them or an ally to pass a DC 16 strength check to break out of. The spikes will melt after 2d6 turns. ***This takes up a single standard action.***

#### Shadow Binder – Advanced Control

Your mind control powers grow ever stronger. You gain a +2 bonus on your DC roll to take control, and may now individually control a target's actions.

### Radial Garner

Your years of practice allow you to make some drastic actions. Once a day, you can suck 20% of all HP from every living being within 20 ft of you, even friendlies, to add to your own HP. This HP will wear off after 6 hours or after losing all of it. Targets affected cannot go past 80% HP until their HP is returned to them.

### Cacophonous Sounds

Anything can be made loud, your powers notwithstanding. You can increase the volume of any of your attacks tenfold, giving the target hit by it and all beings within 10 ft a -2 morale penalty for 3 turns. You can do this to five attacks/day.

### Specialization 5

#### Fire Wielder – Fire Swords

You gain a power that costs a single affinity point. It spawns one or two swords (Player choice) that you can wield as if you were proficient. This ability will last for 3 hours or until the player disables them. ***This takes up a single swift action.***

Fire Sword – 8d8 + 2d8 Fire (1d4 Rounds), 19-20/x2 Crit

#### Storm Singer – Shock Trident

You gain a power that costs a single affinity point. It spawns a single trident made of pure lightning that you can wield as if you were proficient. This ability will last for 3 hours or until the player disables it. ***This takes up a single swift action.***

Shock Trident – 12d8 + 2d10 NL Shock (1d4 Rounds), x4 Crit

#### Frost Breather – Ice Daggers

You gain a power that costs a single affinity point. It spawns one or two daggers (Player choice) that you can wield as if you were proficient. This ability will last for 3 hours or until the player disables them. ***This takes up a single swift action.***

Ice Dagger – 3d8 + 2d6 Cold (1d4 Rounds), 18-20/x3 Crit

#### Shadow Binder – Shadow Bow

You gain a power that costs a single affinity point. It spawns a single longbow or shortbow (Player Choice) that you can wield as if you were proficient. This ability will last for 3 hours or until the player disables it. ***This takes up a single swift action.***

Shadow Shortbow – 8d8 + 4d4 Curse (1d4 Rounds), 18-20/x3 Crit, 55 ft range.

Shadow Longbow – 10d10 + 6d6 Curse (1d4 Rounds), 19-20/x2 Crit, 90 ft range.

### Birthmark Spell

At a certain age, you can call upon the power of your birthmark. While the age of unlocking is different for everyone, the powers allotted are insanely powerful. Activating your birthmark grants you a +4 to AC, a +6 to Magic Attacks, and a 50% DR vs All for 5 turns. You may do this once every three days.

### Specialization 6

#### Fire Wielder – Flare Smack

You gain a power that costs a seven affinity point. This engulfs your fist in flames. The attack can be used either as an unarmed strike (Does not give AoO to enemies) or as a ranged strike that may only be used four times/spell. This lasts for 20 turns or until dismissed. ***This takes up a single swift action.***

Fire Fist – 10d8 + 2d12 Fire (2d4 Rounds), x4 Crit, 20 ft range.

#### Storm Singer – Bolt Smash

You gain a power that costs eighteen affinity points. This bolt will causes 10d10 damage, and cause a pulse in a 5x5 AoE. This pulse will knock all target's caught within prone and stun them for 2 turns. ***This takes up two standard actions.***

#### Frost Breather – Shard Strike

You gain a power that costs thirteen affinity points. This shard is 3x3 is size and travels 30 ft in one direction. It causes 14d10 damage to all targets in the path and knocks them from the path, sending them prone. ***This takes up two standard actions.***

#### Shadow Binder – Shadow Lash

You gain a power that costs six affinity points. This allows you to spawn one or two (Player Choice) shadow whips. They can either be used for attack or grappling. ***This takes up a single swift action.***

Shadow Whip- 6d8 + 4d6 Curse (2d2 Rounds), 19-20/x3 Crit, 10 ft

### Advanced Affinity

You immediately gain your Wisdom in additional affinity points. Also, the level for penalties past your amount have changed.

After you use up your affinity points, you take -1 penalty to Magic attacks. After every 3 spells past that, you take another -1 penalty. Once you reach a -6, you take a -4 to all physical attributes. Once you reach a -10, you gain a -4 to all mental attributes. Once you have a -12, a -25% HP. At -14, you take a -45% HP, at -16 you gain a -1 to AC, at -18 you have a -2 to AC, at -20 you gain another -1 to both attacks and AC. Finally, at -22, you take a DC 18 Fortitude save or fall unconscious. If you pass, every time you perform another spell, the DC adds another 1 in difficulty.

### Servant's Assistance

Magic was always tied to the God's, but they abandoned the world hundreds of thousands of years ago. Since their leaving, the Angels and Demons ruled the world from above and below, keeping watch on us, or so the stories go. As mages, we dedicate ourselves to the servitude of one of the two sects, in hopes that if they return, we may come into our own sort of power.

#### Shadow Guard (Angel):

The Shadow always called, it beckoned for complete loyalty and mindless servitude. Its power was shattering, but yet, you remain whole. You pushed back the call, you took the path less traveled. You strayed against the Shadow's will, you picked the Angels, you picked the Light. In return, you gain a permanent +4 to AC and a +4 to all Cha and Int based skills. For your loyal service, you've gained a few new items to serve them with.

Guard's Shortbow – 18d10 + 2d8 Burn (2d4 Rounds), 18-20/x3 Crit, 220 ft range, 1.3 Ibs, MWK, Angel Steel/Hair

Guard's Longsword – 16d8 + 2d8 Burn (2d4 Rounds), 19-20/x3 Crit, 2.4 Ibs, MWK, Angel Steel

Guard's Shield - +6 AC, 8.9 Ibs, MWK, Angel Steel

#### Shadow Lord (Demon):

The Shadow was always there, whispering into your ears. The glory they promise, the rewards they offer, they are too tempting to pass up. You chose to go with your nature, to serve the Demons and their will. You gain a +6 to attack, and a +4 to all Str and Con based skills. While many consider them evil, they value loyalty greatly, and have gifted you with a few items of value to use in your missions.

Lord's Longbow – 22d10 + 2d4 Curse (2d4 Rounds), 18-20/x2 Crit, 280 ft range, 1.8 Ibs, MWK, Angel Steel/Hair

Lord's Greatsword – 28d8 + 2d4 Curse (2d4 Rounds), 19-20/x2 Crit, 8.4 Ibs, MWK, Angel Steel

### Specialization 7

#### Fire Wielder – Fire Blood

Your blood has fused with flames, and you gain an immunity to fire attacks and another 30% DR vs Magic and a 20% DR vs Non-Magic.

#### Storm Singer – Shock Blood

Your blood has fused with lightning, and you gain an immunity to shock attacks and another 30% DR vs Magic and a 20% DR vs Non-Magic.

#### Frost Breather – Ice Blood

Your blood has fused with ice, and you gain an immunity to cold attacks and another 30% DR vs Magic and a 20% DR vs Non-Magic.

#### Shadow Binder – Shadow Blood

Your blood has fused with shadows, and you gain an immunity to shadow attacks and another 30% DR vs Magic and a 20% DR vs Non-Magic.

### Galen's Legacy

Nearly 3 millennium ago, a powerful Mage Lord named Galen nearly destroyed the world in an event known only as the Galen Incident. It almost destroyed the world, and when he died, he left a mark on everyone, definitely those with the Birth Magic.

Those who are not of Birth Magic gain a +2 to Magic Attacks, a +1 to AC, a +1 to all mental attributes, and a +2 to all Knowledge (Magic) skills.

Those who are of Birth Magic gain a +4 to Magic Attacks, a +2 to AC, a +4 to AC against Magic attacks, a +2 to all mental attributes, and a +4 to all Knowledge (Magic) skills.

### Specialization Mastery

#### Fire Wielder – Dragon's Breath

You gain a power that costs twenty-eight affinity points. It spread across a 13x13 AoE in a direction from your location. Within the area, all targets take a 18d10 + 4d12 Fire (2d4 Rounds). ***This takes up two standard actions.***

#### Storm Singer – God's Wrath

You gain a power that costs thirty-six affinity points. It hits a target (Can't Miss) and does 32d10 Damage, it then jumps to the nearest target, doing four less damage die. It continues on until it either runs out of damage to give or targets to hit. It may not hit a target twice. ***This takes up two standard actions.***

#### Frost Breather – Wraith's Fist

You gain a power that costs twenty-six affinity points. It covers a 11x11 AoE around you, freezing all targets in the area solid for 4d6 rounds. (One roll for all) You can decide to unfreeze certain targets, like friendlies, if you want, all you have to do is touch them. ***This takes up two standard actions.***

#### Shadow Binder – Demon's Scratch

You gain a power that costs forty-two affinity points. It immediately kills any target within a 5 ft range. It also removes 80% of HP from all targets (Friendly and Enemy) within 40 ft and adds it to your total health. The HP expires either after 8 hours or after you dismiss it. Targets may not have more than 20% of their HP until the HP is returned to them. ***This takes up two standard actions.***

### Offensive Magic Mastery

You are one of the most feared beings on the planet. Whether you control the elements or the shadows, you use them to kill and destroy. Your DR for all damage goes up by another 10% and you may select a single power to gain a +6 to attacks made with it. After casting the spell, you gain a +4 to AC until the beginning of your next turn.