Combat Mage
Combat Mages are the tanks of the Mage Classes.
Unlike the Battle Mage or the Martial Arcanist, Combat Mages are on
the front line in a battle right along with most fighter classes.
Combat Mages tend to follow the Mercenary Company path or the Free
Lance Fighter path.
Everyone wants to do something. Some people want to heal & help others, whether
by magical or nonmagical means. Some wish to become great warriors, forging
their names in battle & increasing their martial prowess. Some wish to become
better magicians, learning new spells or having better control over powers they
already have. Others wish to become more skillful, learning new skills &
becoming better at the skills they already have. But there are a rare few who
wish to do everything at once. These skilled individuals are known as Combat
Mages. They are Jacks & Jills of all trades, but masters of none.
Making a Combat Mage
Abilities
Intelligence determines how powerful a spell a Combat mage can cast, how many
spells she can cast per day, & how hard those spells are to resist. Charisma
gives bonuses to various class skills & certain special abilities. A Combat Mage
also benefits from a high Constitution, Dexterity, & Strength scores.
Races
Human & half-elf Combat Mages are common because humans & half-elves, like
Combat mages, are very diverse. Elves & drow usually take up the class, though
drow-elves (half elf, half drow) become Combat Mages more often than the other
elven subraces. Gnomes & halflings often become Combat mages for various
reasons. Bugbears, dwarves, orcs & half-orcs rarely become Combat mages.
Alignment
Any. No two Combat Mages are alike, so each individual Combat Mage has his/her
own ideas on morality & ethics.
Starting Gold
6d4Χ10 gp (150 gp).
Abilities: Charisma is used to determine what level of
spell a Combat Mage may cast and how hard the spells are to resist. A Combat
Mage benefits most from a higher Strength/Dexterity, Intelligence, Wisdom, and
Charisma due to melee attacks, Sorcerer-based spells, and Cleric-based spells.
Races: Any race may become a Combat Mage, though Human
and half-elf Combat Mages are the most common.
|
Table: The
Combat Mage
Hit Die: d8 |
|||||||||||||||
Level |
Base |
Saving Throws |
|
Special |
Spells per Day |
|||||||||||
Fort |
Ref |
Will |
Cur |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
||||||
1st |
+0 |
+0 |
+0 |
+2 |
+1 |
Sword and Spell |
2 |
|
|
|
|
|
|
|||
2nd |
+1 |
+0 |
+0 |
+3 |
+1 |
2 |
|
|
|
|
|
|
||||
3rd |
+2 |
+1 |
+1 |
+3 |
+2 |
2 |
1 |
|
|
|
|
|
||||
4th |
+2 |
+1 |
+1 |
+4 |
+2 |
2 |
1 |
|
|
|
|
|
||||
5th |
+3 |
+1 |
+1 |
+4 |
+3 |
Double cast 1/day,
Bonus Feat |
3 |
1 |
1 |
|
|
|
|
|||
6th |
+4 |
+2 |
+2 |
+5 |
+3 |
3 |
2 |
1 |
|
|
|
|
||||
7th |
+5 |
+2 |
+2 |
+5 |
+4 |
3 |
2 |
1 |
|
|
|
|
||||
8th |
+6/+1 |
+2 |
+2 |
+6 |
+4 |
3 |
2 |
2 |
|
|
|
|
||||
9th |
+7/+2 |
+3 |
+3 |
+6 |
+5 |
3 |
2 |
2 |
|
|
|
|
||||
10th |
+7/+2 |
+3 |
+3 |
+7 |
+5 |
Double cast 2/day,
Bonus Feat |
3 |
2 |
2 |
1 |
|
|
|
|||
11th |
+8/+3 |
+3 |
+3 |
+7 |
+6 |
3 |
2 |
2 |
1 |
|
|
|
||||
12th |
+9/+4 |
+4 |
+4 |
+8 |
+6 |
3 |
2 |
2 |
2 |
1 |
|
|
||||
13th |
+10/+5 |
+4 |
+4 |
+8 |
+7 |
3 |
3 |
2 |
2 |
1 |
|
|
||||
14th |
+11/+6/+1 |
+4 |
+4 |
+9 |
+7 |
3 |
3 |
2 |
2 |
2 |
|
|
||||
15th |
+11/+6/+1 |
+5 |
+5 |
+9 |
+8 |
Blade Defense,
Bonus Feat |
3 |
3 |
2 |
2 |
2 |
|
|
|||
16th |
+12/+7/+2 |
+5 |
+5 |
+10 |
+8 |
3 |
3 |
2 |
2 |
2 |
1 |
|
||||
17th |
+12/+7/+2 |
+5 |
+5 |
+10 |
+9 |
3 |
3 |
3 |
2 |
2 |
1 |
|
||||
18th |
+13/+8/+3 |
+6 |
+6 |
+11 |
+9 |
3 |
3 |
3 |
2 |
2 |
2 |
|
||||
19th |
+14/+9/+4 |
+6 |
+6 |
+11 |
+10 |
3 |
3 |
3 |
3 |
2 |
2 |
|
||||
20th |
+15/+10/+5 |
+6 |
+6 |
+12 |
+10 |
Double cast 3/day,
Bonus Feat |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
|||
|
Class Skills (2 + Int modifier per level, Χ4 at 1st level) |
|||||||||||||||
Class Features
All
of the following are class features of the Combat Mage.
A Combat
Mage is a combination of a Sorcerer, Cleric, and Fighter. They are able to cast
destructive magic, healing magic, buffing, and debuffing magic. At the cost of
spells per day, Combat Mages are granted increased prowess in melee combat.
Additionally, Combat Mages have no proficiency in ranged weapons; they may only
use a bladed weapon or spells. All of the following are class features of the
Combat Mage.
Weapon and Armor Proficiency
Combat Mages are proficient with all simple weapons, plus the longsword, rapier,
sap, short sword, short bow, and whip. A Combat Mage can also have
proficiencies in the following weapons: bastard sword (2-Handed
version), falchion, great sword, longsword, scimitar, and two-bladed sword.
They also have proficiency with light armor,
Combat Mages are also proficient with light armor and medium armor, and shields
(excluding tower shields) no Arcane Spell Failure when casting Combat Mage
spells while using them. However, like all arcane spellcasters, they still incur
the arcane spell chance failure while wearing heavy armor. A multiclass Combat
mage still incurs the normal arcane spell failure chance for arcane spells
received from other classes.
Sword and Spell : The Combat Mage chooses one of three
weapon specializations below. If equipping additional weapons or using a weapon
combination not a part of their specialization, they take a -4 penalty on attack
rolls and a passive 15% arcane spell failure chance. This effect stacks with a
Combat Mage equipping a weapon they are not proficient in. Unless stated below,
the weapons and spells in each specialization do not affect innate weapon and
armor proficiency, nor do they affect the manner in which you cast spells.
Sword and Offense: The Combat Mage may equip two
weapons or a double weapon that they are proficient with. You gain
the Two-Weapon Fighting feat but reduce the number of all nth-level spells/day
you may cast by 1. If the amount of nth-level spells/day would be reduced to
below 1 due to this effect, they instead stay at 1 nth-level spell/day.
Additionally, your character cannot carry or equip heavy armor. Combat Mages
with this specialization can no longer cast 6th level or higher spells.
Sword and Defense: The Combat Mage may equip a weapon
they are proficient with along with a shield. Equipping a shield does not
incur arcane spell failure chance, but your character may not carry or
equip heavy armor.
Sword and Balance: The Combat Mage may equip a
two-handed weapon they are proficient with. You gain the Weapon Focus feat for
your selected weapon. You also receive a passive 5% reduction on arcane spell
failure chance for all armor (excluding shields). By reverting to a more
balanced state between weapons and spells, you lose your ability to equip and
carry heavy armor and medium armor.
Double cast : Available
at the 5th level with upgrades at the 10th and 20th level, this spell allows a
Combat Mage to cast two spells at once in 1 standard action. Both spells used
must have a verbal or somatic component to cast, as well as the caster being in
a state where they can cast such a spell. The sum of each spell's levels cannot
exceed 0 + 1/10lvls. An example of this: A 5th level Combat Mage may cast two 0
level spells, while a 10th level Combat Mage may cast a 0 level and a 1st level
spell. At
the 30th level, Double cast receives its final upgrade where the sum of each
spell's levels cannot exceed 3.
Once per day, a Combat mage can imbue two spells she knows into a single
casting. To do so, she announces the two spells which she wishes to cast, both
of which must be on her Combat mage spell list, available to cast, and have
casting times of at most a standard action. She begins casting a new spell that
has a full-round casting time, spell level equivalent to the higher spell level
of the two spells (although the save DC of each is modified by the original
spell's level), and has every descriptor that either of the two spells has. Both
spells count against her spells per day, as normal. The new spell counts as a
single spell, and as such, can be counter spelled as a single spell, or
identified with Spellcraft as a single spell (when identified with Spellcraft,
the observer is aware of both spells imbued in the casting). Metamagic feats and
effects may not be applied to either spell individually or the double-spell. The
spells' effects resolve next round, immediately before the Combat mage's
initiative count, in the order which he then specifies. If a spell effect has
targets, those targets must be in range both at the beginning and end of the
spell's casting in order for that effect to occur. The Combat mage may use
Double cast more often at higher levels, as described in the table.
Blade Defense : Available at the 15th level, the
Combat Mage receives a modified version of the fighter bonus feat Blade Defense.
Having Weapon Focus on the weapon you are using is not required to earn the
bonus. While in combat you gain an additional +1 dodge bonus to Armor Class.
When using the total defense action, you get an additional +3 dodge bonus to
Armor Class. These bonuses are in addition to the normal benefits of the chosen
defensive tactic.
Bonus Feats: Every 5 levels, the Combat Mage may
choose any Feat that they meet the prerequisites for.
Minor Mastery: At 2nd level and 6th level, a Combat
mage chooses one of the following abilities to add to her list of class
features:
"Arcane Channeling:" The Combat Mage can deliver any spell he can cast through
his weapon as a Standard action.
Summon Familiar: The Combat mage gains a familiar with
this ability. Doing so takes 24 hours and uses up materials worth 100 gp.
Advanced Learning (Ex): The
Combat mage can add a new spell to her list with a level of her highest known
spell level or lower. The spell chosen must be an Evocation or Illusion wizard
spell, or a Conjuration or Necromancy cleric
spell.
A Combat mage must have twice the level of the spell in ranks in either Knowledge (Arcana)
for a wizard spell, or Knowledge (religion)
for a cleric spell.
You may select this special ability multiple times, each time you add a
different spell to your spells known.
Weapon Bond (Ex): Select
one weapon that you are proficient with. You gain Weapon
Focus with this weapon, even if you do not meet the prerequisites for it.
This feat only applies if the Combat mage wears light or no armor.
Bonus Metamagic Feat: The Combat mage gains a bonus
metamagic feat she meets the prerequisites for.
Moderate Mastery: At 11th and 15th levels, the Combat Mage may add one of the
following abilities, or a Minor Mastery ability, to her list of class features.
Arcane Resilience: With this ability, a Combat mage
can add her Intelligence modifier as a bonus (minimum +1) on saving throws
against spells & spelllike effects.
Improved Weapon Bond: The Combat Mage selects a weapon
type for which she has the Weapon Bond ability. She is treated as having the
Weapon Specialization feat for that weapon, even if she does not meet the
prerequisites, and any weapon of the chosen type wielded by the Combat Mage
counts as a +1 magical weapon.
Skill Mastery: Upon gaining this ability, the Combat
mage selects a number of skills equal to 3 + her Intelligence modifier. When
making a skill check with one of these skills, she may take 10 even if stress
and distractions would normally prevent her from doing so.
Major Mastery: At 18th level, the Combat Mage may add
one of the following abilities, or a Moderate or Minor ability, to her list of
class features.
Innate Spell: A Combat mage with this ability selects
one Combat Mage spell that she knows. She may now cast that spell as a
spell-like ability three times per day. If the spell chosen has an xp component,
or a material or focus component worth more than 10 gp, the Combat Mage must
still provide the component. You may select this ability multiple times, each
time you select another spell that you know.
Quick Cast: The Combat mage gains the Sudden Quicken
Spell feat even if she does not meet the prerequisites. If she already has the
feat, she may use it two more times per day.
Greater Weapon Bond: The Combat Mage selects a weapon
type for which she has the Improved Weapon Bond ability and chooses a weapon
bonus with +2 modifier or less. Whenever a Combat Mage wields the chosen weapon
type, it operates with the chosen bonus in addition to all its other abilities.
Spells
The Combat mage casts arcane spells which are drawn primarily from the
Combat mage spell list (see below). Combat mages have a fixed list of spells
that they cast spontaneously. A first-level Combat Mage begins play knowing all
0- and 1st-level spells on her list. When she gains access to a new level of
spells, she adds all the spells on the Combat Mage spell list of that level to
her spells known. Essentially, her spells known list is equivalent to the Combat
Mage spell list (with one exception; see the Advanced Learning class feature
below).
There is a focus towards spells that strengthen allies, have utility purposes,
or weaken enemies. If a spell states that it requires a material component, the
material component must be present in your inventory to cast the spell.
To know and cast a spell, a Combat Mage must have a Charisma score equal to at
least 10 + the spell level. The Difficulty Class for a saving throw against a
Combat Mages spell is 10 + the spell level + the Combat
Mages Charisma modifier.
Like other spellcasters, a Combat Mage can cast only a certain number of spells
of each spell level per day. His base daily spell allotment is given on Table:
Combat Mage. However, he does not receive additional spells based on his
Charisma score.
0, 1st, 2nd, and 3rd level spells do not need to be prepared in advance. 4th,
5th, and 6th levels spells must be prepared in advance. In order to prepare
spells, a Combat Mage must determine the spells to prepare and then rest for two
hours. You may only rest once every 24 hours. Spells that are prepared will
still have their daily cast limit affected by Double cast/Triple cast if
applicable. Once a level's daily spell count is up, the Combat Mage cannot cast
spells of that level until they rest again.
Combat Mages know and can only use these spells from the following list:
0 Level Combat Mage Spells:
Barb, Cure Minor Wounds, Daze, Detect Magic, Detect Poison, Flare, Inflict Minor
Wound, Pepper shot, Ray of Frost, Read Magic, Resistance, Silver Sword, Thunder
thump, Touch of Fatigue: Touch Attack, Virtue
1st Level Combat Mage Spells:
Bane, Bless, Burning Hands, Burning Bolt, Burst, Cause Fear, Chill Touch, Color
Spray, Cure Light Wounds, Divine Favor, Doom, Endure Elements, Entropic
Shield, Expeditious Retreat, Ghoulish Gourmet, Identify, Inflict Light Wounds,
Invoke Smite, Mage Armor, Magic Missile, Magic Stone, Magic Weapon, Protection
from Chaos, Protection from Evil, Protection from Good, Protection from Law,
Punishing Spit, Ray of Clumsiness, Ray of Enfeeblement, Remove Fear,
Shield, Shield of Faith, Shocking Grasp, Sleep, Thunder strike, True Strike
2nd Level Combat Mage Spells:
Acid Arrow, Aid, Bear's Endurance, Blindness/Deafness, Blur, Bull's
Strength, Cat's Grace, Continual Flame, Cry Havoc, Cure Moderate
Wounds, Darkvision, Eagle's Splendor, Enhance Magical Flow Ethereal Blast,
False Life, Flaming Shield, Flaming Sphere, Flaming/Freezing Weapon, Fox's
Cunning, Glitter dust, Hold Person, Ice Bolt, Inflict Moderate Wound, Iron Fist,
Killer Instinct, Owl's Wisdom, Protection from Arrows, Pyrotechnics, Remove
Paralysis, Resist Energy, Salt burst, Shatter, Shield Other, Shriek of Fear,
Sound Burst, Spiritual Weapon, Status, Stunning Bolt, Touch of Idiocy
3rd Level Combat Mage Spells:
Bestow Curse, Blink, Cure Serious Wounds, Deafening Weapon, Dispel Magic, Dragon
skin, Flame Arrow, Fireball, Fist of Iron, Greater Magic Weapon, Greater Sleep,
Haste, Heroism, Inflict Serious Wound, Keen Edge, Magic Vestment, Protection
from Energy, Rage, Remove Blindness/Deafness, Remove Curse, Remove
Disease, Slow, Triple Threat, Venom Blade, Water Walk, Water Breathing, Wind
Wall,
4th Level Combat Mage Spells:
Blessed Strike, Confusion, Crushing Despair, Cure Critical Wounds, Detect
Scrying, Dimensional Anchor, Divine Power, Dogs of War, Enervation, Fire Shield,
Flaming Corrosion, Freedom of Movement, Greater Magical Flow Enhancement,
Inflict Critical Wounds, Neutralize Poison, Poison, Remove
Curse, Restoration, Solid Fog, Spell Burn, Spell Immunity, Stone skin, Warding
Globes,
5th Level Combat Mage Spells:
Break Enchantment, Circle of Doom, Cloud kill, Create Healing Spring,
Dispel Chaos/Evil/Law/Good, Disrupting Weapon, Divine Smite, Feeble
mind, Flame Strike, Healing Circle, Interposing Hand, Mark of Justice, Mind
Fog, Nightmare, Permanency,
Pillar of Pulling/Pushing, Ray of Rust, Slay Living: Touch
attack, Spell Resistance, Symbol of Pain, Symbol of Sleep, Telekinesis,
Weapon
of Shade
6th Level Combat Mage Spells:
Anti-magic Field, Bear's Endurance, Mass, Blade Barrier, Bolts from Above,
Bull's Strength, Mass, Cat's Grace, Mass, Chain Lightning, Eagle's Splendor,
Mass, Eye bite, Fox's Cunning, Mass, Greater Dispelling, Heal, Heroism,
Greater, Harm, Heal, Owl's Wisdom, Mass, Transformation, True Seeing, Visage of
the Overlord, Word of Recall
Epic Combat Mage
Table: The Epic
Combat Mage
Hit Die: d8 |
|
Level |
Special |
21st |
Might and Magic |
22nd |
|
23rd |
|
24th |
|
25th |
Triple cast 1/day,
Bonus Feat |
26th |
|
27th |
|
28th |
|
29th |
|
30th |
Triple cast 2/day,
Bonus Feat |
2 + Int modifier
skill points per level. |
Might and Magic : Upon becoming an Epic Combat Mage,
the specialization that a Combat Mage chose at 1st level with the "Sword and
Spell" special ability receives one of the upgrades below:
Sword and Offense: You gain the Two-Weapon Rend feat
and may equip weapons one size larger than what you can normally wield. If the
Two-Weapon Rend feat has already been chosen, you receive a free bonus feat
instead.
Sword and Defense: You may now carry and equip heavy
armor. Additionally, you gain proficiency with that type of armor. Movement
speed penalties from armor are reduced by -5 feet.
Sword and Balance: Armor no longer incurs arcane spell
failure chance. You gain the Reach Spell feat. If the Reach Spell feat has
already been chosen, you receive a free bonus feat instead.
Triple cast : Available at the 25th level with an
upgrade at the 30th level, this spell allows a Combat Mage to cast three spells
at once in 1 standard action. Both spells used must have a verbal or somatic
component to cast, as well as the caster being in a state where they can cast
such a spell. The sum of each spell's levels cannot exceed 0 + 1/10lvls. An
example of this: A 25th level Epic Combat Mage may cast two 0 level spells and
one 2nd level spell in one round, while a 30th level Epic Combat Mage may cast
three 1st level spells in one round.
Bonus Feats: The epic Combat Mage gains a bonus feat
(selected from the list of epic Combat Mage bonus feats) every 5 levels after
20th.
Epic Combat Mage Bonus Feat List: Improved Combat
Casting, Damage Reduction, Improved Combat Reflexes, Fast Healing, Energy
Resistance, Epic Endurance, Epic Skill Focus, Epic Fortitude, Epic
Reflexes, Epic Spell Penetration, Epic Toughness, Epic Will, Epic Weapon
Focus, Mobile Defense, Superior Initiative, Perfect Two-Weapon
Fighting, Penetrate Damage Reduction, Perfect Health, Ignore Material
Components, Spell Opportunity, Epic Prowess, Spell Stowaway,
Playing a Combat Mage[edit]
As a Combat mage, you best serve the party as a support character, helping the
other characters via magical & nonmagical means. Although you are not as good as
a dedicated healer or mage, you are still somewhat skilled at both, and your
ability to cast two spells in one round allows for A) a fairly effective
healer/mage combo & B) a good asset to the party.
Religion[edit]
Combat Mages worship whatever deity they want, though deities of magic, war, &
healing are most common, but a lot of Combat Mages are impious.
Other Classes[edit]
Your interaction with other classes varies, but you relate to other characters
with dual natures, such as hybrid classes & multiclass characters.
Combat[edit]
Due to your low hit dice & poor armor proficiency, you may want to stay out of
melee combat if you can. You fit in best behind tougher characters, (such as
fighters, paladins, barbarians, etc) doing things such as healing wounded
allies, buffing fighting charters, & blasting enemies. Since the Combat mage has
a large reliance on dexterity, you can make a fairly good ranged combatant.
Advancement[edit]
Like the sorcerer, you face a crucial decision: what spells to select when
gaining new spells known. It is best to take healing spells, to help heal
yourself & your comrades, plus spells that enhance & protect as well. You should
definitely take Magic Missile, since an arcane spellcaster without Magic
Missile, is like binge drinking with only one kidney: it can be done, but it is
not a good idea.
Due to the fact that your double cast ability is very dependent on
Spellcraft, put as many ranks in Spellcraft as you can. Concentration is another
important skill for any arcane spellcaster, so put some ranks in it. if you
intend to use the Advanced Learning special ability, put ranks in Knowledge
(Arcana) or Knowledge (Religion). For feats, consider taking metamagic feats, &
take Practiced Spellcaster if you multiclass. For special abilities, take Innate
Spell if you want to use your spells more often, plus Arcane Resilience is good
for an intelligent Combat mage.
Since the Combat mage are very dependent on Dexterity, your main weapon should
be finessable to take advantage of this. The heaviest armor you should get, if
you are willing to take the armor check penalty, is Mirthal Breastplate;
although a Mirthal chain shirt is better if you choose to be more dependent on
skills that have an armor check penalty. On magic items, spend most of your
budget on wands & scrolls, but also get items that boost Intelligence,
Dexterity, & Constitution.
Your combination of several abilities will make you a very versatile character
if optimized properly. The Combat mage can fulfill multiple roles but is not as
good in each individual role as a specialist.
Combat Mages are a combination of mage, healer, & supporter. Their multitude of
abilities & options, both magical & nonmagical, makes them a great asset to
anyone who has them as an ally. The Combat mage's Reroll & Double cast abilities
make them a very potent ally or enemy.
Daily Life
Each Combat mage is different, so their daily lives differ from Combat mage to
Combat mage. Some Combat mages are incredibly focused & self-discipled, training
and studying before other characters get up, and continuing their work well
after everyone else falls asleep. There are also some Combat mages that are
incredible lazy, getting up well after everyone else has gotten up, spending
their days screwing around, goofing off, and doing nothing productive. But each
Combat mage is different, so no two Combat mages spend their days exactly in the
same manner.
Organizations
Several organizations have Combat mages in their ranks, except for those which
are extremely mage phobic. There have also been several cases where Combat mages
have founded their own organizations, recruiting other Combat mages & other dual
nature characters. Some of the most notable organizations founded by,
controlled, or involved with or by Combat mages are The Cloak & Staff Society,
The Mages of Scarlet, and the Night Casters United,
NPC Reactions
Each NPC has a different reaction to Combat mages. Most common folk don't really
care about Combat mages unless they need healing, or a Combat mage is destroying
their homes. Mage phobic NPCs view & treat Combat mages with the same hatred,
fear & disgust that they have for every other spellcaster. Adventurers often
bring along a Combat mage or two as a backup healer & a support character.
Races
Each race reacts differently to Combat mages, since not all Combat mages are the
same.
Other Classes
The way Combat Mages treat other classes, & how other classes treat Combat
Mages, varies, though Combat Mages get along best with Bards, Battle Mages &
Mercenaries, due to their dual natures.
Combat Mage Lore
Characters with ranks in Knowledge (Arcana) can research Combat mages and find
out more about them. When a character makes a skill check, read or paraphrase
the following, including information from lower DCs.
DC 5
Combat mages are jacks and jills of all trades, but masters of none
DC 10
Combat mages can be a great asset to their allies, if used properly.
DC 15
Those who follow down the path of the Combat mage have several abilities, both
magical & nonmagical, both helping & damaging, at their option.
DC 20
The Combat mage is a mage capable of casting 2 spells at once and can
occasionally snatch victory from the jaws of defeat.
Combat Mages in the Game
Combat mages can fit into a campaign just fine due to their versatility &
adaptability. Combat mage NPCs can act anyway you want towards the party,
whether it is friendly, antagonistic, or indifferent to them.