Kalal peers out from the rocky escarpment, trying to ignore the sweat beading on his brow.
[spoiler]Initiative:
1d20+4=20Spot and Listen:
1d20+2=16, 1d20+2=4Hide and MS:
1d20-13=0, 1d20-13=-4You know... I'm going to go without the tower shield, actually. That makes his rolls
10 and 6 for Hide and MS, respectively
Kalal will start
inside the ground at P12, with just his face and one ear peeking out of the rocks and rubble on the side of the embankment. He is not moving, and hopefully being almost completely buried will give him some kind of big circumstance bonus to hide.
Can he start in a stance, or do I need to use a swift action to enter one?
Roll for granted manuevers:
1 Vanguard Strike
2 Leading the Attack
3 Tactical Strike
4 Foehammer
5 Mountain Hammer
1d5=51d4=1So Vanguard Strike and Mountain Hammer are granted.[/spoiler]
Combat Stats
[spoiler]Hit Dice: 4d8+1d10+30
Hit Points: 59/59 (0 in Delayed Damage pool)
Armor Class: 19 (10 +8 Armor +1 Dex +3 Nat -1 Size -1 Trait -1 Flaw) (not wearing a shield)
Touch AC: 8
Flatfooted AC: 18
Initiative: +4 (+2 Dex +2 Trait)
Base Attack Bonus: 4
Grapple: +7 (4 BAB +3 Str)
Speed: 20' land; 10' burrow
Maneuvers/Stances IL: 3
Crusader StancesIron Guard's Glare (DS1 stance, enemies you threaten get -4 attack penalty against your allies, but not you. Enemies know this instinctively.)
Crusader Maneuvers Readied/Used/GrantedVanguard Strike (DS1, no prereq, std, if strike hits allies gain +4 (unnamed) to attack target till next turn)
Leading the Attack (WR1, if strike hits allies gain +4 morale to attack target till next turn)
Battle Leader's Charge (WR2, full-round strike/charge, +10 damage, does not provoke for movement)
Tactical Strike (WR2, if strike hits +2d6 dmg and adjacent alllies can take a free 5' step)
Foehammer (DS2, +2d6 dmg, ignores DR)
Mountain Hammer (SD2, +2d6 dmg, ignores DR and hardness)(from Stone Dragon Belt)[/spoiler]