Redmane

Redmane  - Dwarf Warblade 5/Bloodstorm Blade 5
HP 133  Initiative+1  AC18 (T13,FF15) Speed-20(4)
Thrown Axe + 19/+ 14 (d12 + 12/x3) or Thrown Sword + 19/+14 (2d6 + 12/19-20) or Thrown Hammer + 19/+14 (d12 + 12/19-20)
or Power Axe Throw + 9/+4 (d12 + 32/x3) or Power Sword Throw + 9/+4 (2d6 + 32/19-20) or Power Hammer Throw + 9/+4 (d12 + 32/19-20)
SQ -  Combat Maneuvers, Stances (Iron Heart, Stone Dragon), Battle Clarity (+1 reflex saves unless flat-footed), Weapon Aptitude, Uncanny Dodge, Battle Ardor + 1, Returning Attacks (use maneuver point to make any weapon returning), Throw Anything, Thunderous Throw (treat thrown attacks as melee attacks, enable power attack, two-handed weapon bonus), Lightning Ricochet, Blood Wind Ricochet (Full-round action to attack every unit in range, costs maneuver point)
Feats - Two-hander focus, Two-hander specialisation, Point Blank Shot, Power Attack, Iron Will
Abilities 22, 16, 20, 13, 8, 7   Saves +12/+5/+4   Skills - Climb/Jump + 19, Intimidate + 19, Profession (Sailor) + 14, Appraise + 14, Swim + 12  Languages - Common, Dwarven, Giant
Equipment - Masterwork Breastplate, Masterwork Greataxe, Masterwork Greathammer, Masterwork Greatsword
Gold - 2060
STANCES KNOWN (2) - Iron Heart, Stone Dragon
MANEUVERS KNOWN (6) - Absolute Steel, Exorcism of Steel, Wall of Blades, Stone Bones, Stonefoot Stance, Roots of the Mountain
MANEUVERS READY (4) - Absolute Steel, Exorcism of Steel, Wall of Blades, Stone Bones
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=== Absolute Steel ===
Iron Heart (Stance)
Level: Warblade 3 (One Iron Heart maneuver),
Components:
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Stance
You shift your weight to the back of your feet and hold your blade carefully forward at the ready. Your muscles twitch slightly as you prepare to dodge the next attack you face.
The absolute steel stance allows you to enhance your mobility and speed. You move quickly, keep a sharp eye on your enemies, and are ready to instantly sidestep any incoming attacks.
While you are in this stance, you gain a +10-foot enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +2 dodge bonus to AC until the beginning of your next turn.
=== Exorcism of Steel ===
Iron Heart (Strike)
Level: Warblade 3 (One Iron Heart maneuver),
Components:
Casting Time: Standard Action
Range: Melee attack
Target: One creature
Duration: 1 minute
Saving Throw: Will half
You attack, striking not your foe, but his weapon, sending a shockwave up his arm that leaves him unable to strike with full force.
Your mastery of the Iron Heart style has taught you much about the power within a blade, and you can use this knowledge to not only enhance your own ability but also to deprive others of that power.
When you initiate this maneuver, you attack your opponent's weapon (PH 158). This attack does not provoke attacks of opportunity. If you succeed, your foe takes a -4 penalty on melee damage rolls for 1 minute. The wielder of the weapon can attempt a Will save (DC 13 + your Str modifier) to halve this penalty.
You can use this maneuver only against manufactured weapons. You cannot use it against natural weapons.
=== Wall of Blades ===
Iron Heart (Counter)
Level: Warblade 2
Components:
Casting Time: 1 immediate action
Range: Personal
Target: You
Your weapon sways back and forth in your hand, ready to block incoming blows. With the speed of a thunderbolt, you clash your weapon against your foe's blade as he attempts to attack.
Your weapon mastery transforms your blade into an extension of your arm, allowing you to wield it with the speed and timing needed to make a precise block.
When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of your AC or your attack roll as your effective AC against the incoming attack. You can't use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack.
=== Stone Bones ===
Stone Dragon
Level: Crusader 1, Swordsage 1, Warblade 1,
Components:
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack.
The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure toughness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts.
When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round.
=== Stonefoot Stance ===
Stone Dragon (Stance)
Level: Crusader 1, Swordsage 1, Warblade 1,
Components:
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Stance
You crouch and set your feet flat on the ground, drawing the resilience of the earth into your body.
The students of the Stone Dragon discipline model their defenses after the earth itself. The wind might batter the mountain, the river might cut through the plains, but in the end the stone and rock shrug off such assaults.
While you are in this stance, you gain a +2 bonus on Strength checks and a +2 bonus to AC against creatures of a size category larger than yours.
This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.
=== Roots of the Mountain ===
Stone Dragon (Stance)
Level: Crusader 3, Swordsage 3, Warblade 3,
Components:
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: Stance
You crouch and set your feet flat on the ground, rooting yourself to the spot you stand. Nothing can move you from this place.
Like a living mountain, you choose your position on the battlefield and sink your roots into the earth. With your spot chosen on the field, you cannot be shifted from your position.
While you are in this stance, you gain a +10 bonus on checks to resist bull rush, overrun, and trip attacks, as well as on grapple checks made to resist an opponent's grapple attempt. Any creature
that attempts to move through your threatened area or the space you occupy takes a -10 penalty on any Tumble checks it makes. This stance also grants you damage reduction 2/-.
This stance immediately ends if you move more than 5 feet for any reason, such as from a bull rush attack, a telekinesis spell, and so forth.