Shadow_Elf
2011-03-31, 10:02 PM
Cold Iron General
“War is not a game of passion or righteousness. It consists only of tactics, strategy, level-headed decision-making. Nothing more. Nothing less.”
Prerequisites: Warlord, Wisdom or Intelligence 17
http://fc01.deviantart.com/fs40/i/2009/023/b/f/coltaine_rides_out_2_by_slaine69.jpg
-Coltaine of the Crow, Fist of the Malazan Empire
The desert warrior bared his teeth. 'Cold iron. Coltaine. Dassem Ultor - if the legends speak true. Dujek Onearm. Admiral Nok. K'azz D'Avore of the Crimson Guard. Inish Garn, who once led the Gral. Cold iron, Chosen One. Hard. Sharp. It is held before you, and so you reach.' He crossed his arms.
'You reach,' L'oric nodded. 'Yes, that's it. You reach. And are stuck fast.'
'Cold iron,' Mathok growled. 'The warchief's soul - it either rages with the fire of life, or is cold with death. Chosen One, Korbolo Dom is hot iron, as am I. As are you. We are as the sun's fires, as the desert's heat, as the breath of the Whirlwind Goddess herself.'
'The Army of the Apocalypse is hot iron.'
'Aye, Chosen One. And thus, we must pray that the forge of Tavore's heart blazes with vengeance.'
'That she too is hot iron? Why?'
'For then, we shall not lose.'
Sha'ik's knees suddenly weakened and she almost staggered. L'oric moved close to support her, alarm on his face.
'Mistress?'
'I am… I am all right. A moment…' She fixed her gaze on Mathok once more, saw the brief gauging regard in his eyes that then quickly slipped once again behind his impassive mien. 'Warchief, what if Tavore is cold iron?'
'The deadliest clash of all, Chosen One. Which shall shatter first?'
L'oric said, 'Military histories reveal, mistress, that cold iron defeats hot iron more often than not. By a count of three or four to one.'
-House of Chains, a Malazan Book of the Fallen
Cold Iron General Path Features:
Unshakable Calm (11th level): You gain a bonus to saving throws against effects that daze, stun or dominate or that have the charm, fear or illusion keywords. This bonus equals the higher of your Wisdom or Intelligence modifiers.
Advanced Tactics (11th level): Your Intelligence and Wisdom modifiers are considered 2 higher for the purposes of the effects of your Commanding Presences. In addition, when you spend an action point, you can benefit from your own Commanding Presence.
Numerable Strategems (11th level): Select one of the following Commanding Presences that you do not already have; Tactical Presence, Resourceful Presence, Insightful Presence, Skirmishing Presence. You gain that class feature. When you or an ally who can see you spends an action point, you must decide which of your two Commanding Presence class features apply.
Cold Iron General Path Powers:
Lead By Action
You don’t need a rousing speech to begin a battle. Your sword in the gut of the enemy commander will do just fine.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Intelligence modifier + Wisdom modifier damage, and you push the target one square and knock it prone.
Reposition
You take a moment to move allies into flanking positions and shore up the weak points in formations on the fly.
Encounter * Martial
Move Action Close Burst 5
Target: Up to three allies in burst
Effect: Each target can immediately take a move action as a free action or gain a +2 bonus to all defenses until the end of their next turn.
Cold Iron Maneuver
With calm and precision, you point out to your allies all the opportunities for attack that they would otherwise miss
Daily * Martial
Standard Action Close Burst 5
Target: Up to three allies in burst
Effect: Each target gains an action point. These action points must be spent during this encounter, but do not count towards the normal per-encounter limit for spending action points. Characters cannot spend more than one action point per round in this manner.
“War is not a game of passion or righteousness. It consists only of tactics, strategy, level-headed decision-making. Nothing more. Nothing less.”
Prerequisites: Warlord, Wisdom or Intelligence 17
http://fc01.deviantart.com/fs40/i/2009/023/b/f/coltaine_rides_out_2_by_slaine69.jpg
-Coltaine of the Crow, Fist of the Malazan Empire
The desert warrior bared his teeth. 'Cold iron. Coltaine. Dassem Ultor - if the legends speak true. Dujek Onearm. Admiral Nok. K'azz D'Avore of the Crimson Guard. Inish Garn, who once led the Gral. Cold iron, Chosen One. Hard. Sharp. It is held before you, and so you reach.' He crossed his arms.
'You reach,' L'oric nodded. 'Yes, that's it. You reach. And are stuck fast.'
'Cold iron,' Mathok growled. 'The warchief's soul - it either rages with the fire of life, or is cold with death. Chosen One, Korbolo Dom is hot iron, as am I. As are you. We are as the sun's fires, as the desert's heat, as the breath of the Whirlwind Goddess herself.'
'The Army of the Apocalypse is hot iron.'
'Aye, Chosen One. And thus, we must pray that the forge of Tavore's heart blazes with vengeance.'
'That she too is hot iron? Why?'
'For then, we shall not lose.'
Sha'ik's knees suddenly weakened and she almost staggered. L'oric moved close to support her, alarm on his face.
'Mistress?'
'I am… I am all right. A moment…' She fixed her gaze on Mathok once more, saw the brief gauging regard in his eyes that then quickly slipped once again behind his impassive mien. 'Warchief, what if Tavore is cold iron?'
'The deadliest clash of all, Chosen One. Which shall shatter first?'
L'oric said, 'Military histories reveal, mistress, that cold iron defeats hot iron more often than not. By a count of three or four to one.'
-House of Chains, a Malazan Book of the Fallen
Cold Iron General Path Features:
Unshakable Calm (11th level): You gain a bonus to saving throws against effects that daze, stun or dominate or that have the charm, fear or illusion keywords. This bonus equals the higher of your Wisdom or Intelligence modifiers.
Advanced Tactics (11th level): Your Intelligence and Wisdom modifiers are considered 2 higher for the purposes of the effects of your Commanding Presences. In addition, when you spend an action point, you can benefit from your own Commanding Presence.
Numerable Strategems (11th level): Select one of the following Commanding Presences that you do not already have; Tactical Presence, Resourceful Presence, Insightful Presence, Skirmishing Presence. You gain that class feature. When you or an ally who can see you spends an action point, you must decide which of your two Commanding Presence class features apply.
Cold Iron General Path Powers:
Lead By Action
You don’t need a rousing speech to begin a battle. Your sword in the gut of the enemy commander will do just fine.
Encounter * Martial, Weapon
Standard Action Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier + Intelligence modifier + Wisdom modifier damage, and you push the target one square and knock it prone.
Reposition
You take a moment to move allies into flanking positions and shore up the weak points in formations on the fly.
Encounter * Martial
Move Action Close Burst 5
Target: Up to three allies in burst
Effect: Each target can immediately take a move action as a free action or gain a +2 bonus to all defenses until the end of their next turn.
Cold Iron Maneuver
With calm and precision, you point out to your allies all the opportunities for attack that they would otherwise miss
Daily * Martial
Standard Action Close Burst 5
Target: Up to three allies in burst
Effect: Each target gains an action point. These action points must be spent during this encounter, but do not count towards the normal per-encounter limit for spending action points. Characters cannot spend more than one action point per round in this manner.