Initative
(1d20+5)[19]
Currently Prepared Maneuvers
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Crusader
1. Mountain Hammer: Deal +2d6 damage, ignore DR and Hardness
2. Tactical strike: Deal +2d6 damage, adjacent allies may move 5'
3. Revitalising strike: Successful attack allows me to heal 3d6+9 damage
4. White Raven Tactics: Allies Initiative changes, he can act again.
5. Radiant Charge: gain +6d6 damage against evil foe, gain DR10/-
6. Elder Mountain Hammer: deal +6d6 damage, ignore DR and Hardness
Maneuvers Readied
[roll]1d6 /roll] 6
(1d5)[3]
(1d4)[4]
all listed numbers move up after each roll.
Elder mountain hammer, Revitalising strike, Radiant Charge
Warblade
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Action Before Thought: Use Concentration check instead of Ref save
Wall of Blades: Use Attack roll instead of AC vs 1 attack
Iron Heart Surge: Remove effect, gain +2 morale bonus
Stances:
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Martial Spirit: Heal 2 Hitpoints with each succesful strike
Leading the Charge: Allies within 60' gain +9 damage when charging
Blood in the Water: +1 to attack and damage for each critical hit
Current Stance: Leading the Charge: Allies gain +9 damage when charging