D&D 3.5 - Tome of Battle - Errata
D&D 3.5 - Tome of Battle - Errata
Page 10 - Crusader Maneuvers Readied [Clarification] Page 30 - Table 2-1: Feats [Revision]
Whenever a Crusader recovers his or her expended The prerequisites and benefits of Shadow Trickster on the
maneuvers, the number of maneuvers granted is based on the table are incorrect. It should say "Caster Level 1st, one
Crusader's class level (plus other modifiers, such as the Extra Shadow Hand strike." The bonus to the save DC of your
Granted Maneuver feat), not just two. As written, the mechanic Illusion spells is +2, not +1.
only grants two maneuvers each time a Crusader would
recover them, regardless of level. Page 30 - Table 2-1: Feats [Revision]
The effect of the Shadow Blade feat mentions Shadow Sun
Page 10 - Crusader Stances Known [Alteration] weapons. This is an error, it should mention Shadow Hand
The text and chart are both incorrect. A Crusader learns new a weapons.
new stance at 3rd, 9th, and 15th level.
Page 30 - Table 2-1: Feats [Revision]
Page 11 - Crusader Die Hard [Addition] The prerequisite for White Raven Defense is incorrect. It
Add the following to the text, "You need not meet the requires one White Raven stance, not just one White Raven
prerequisites." maneuver.
Page 16 - Table 1-2: The Swordsage [Revision] Page 30 - Extra Granted Maneuver [Addition]
The Base Attack Bonus for level 13 is incorrect. It should be At the end of the first sentence, add "from your maneuvers
"+9/+4", which is identical to the Cleric's Base Attack Bonus at readied."
that level.
Page 31 - Martial Stance [Clarification]
Page 16 - Swordsage Skill Points [Alteration] You have a minimum initiator level of 1st, regardless of your
(6+Int modifier per level, x6 at 1st level) should read (6+Int character level.
modifier per level, x4 at 1st level).
Page 31 - Martial Study [Clarification]
Page 16 - Swordsage AC Bonus [Addition] You have a minimum initiator level of 1st, regardless of your
The Swordsage's AC Bonus class feature should character level.
read, "Starting at 2nd level, you can add your Wisdom
modifier as a bonus to Armor Class, so long as you wear light Page 32 - Snap Kick [Revision]
or no armor, are unencumbered, and do not use a shield. This Snap Kick now reads: "Whenever you initiate a strike or use
bonus to AC applies even against touch attack or when you the attack or full attack action, you may take a -2 penalty to
are flat-footed. However, you lose this bonus when attacks made this round gain an additional attack at your
immobilized or helpless. This bonus does not stack with other highest attack bonus (the -2 applies to this attack as well).
abilities named AC Bonus unless those abilities apply to a This attack is an off-hand unarmed strike, and deals damage
different ability score." as appropriate."
"Special: You may use Snap Kick when making attacks of
Page 16 - Swordsage Discipline Focus (Defensive Stance) opportunity, or with other effects that grant extra attacks (such
[Clarification] as the Snake's Swiftness spell), but you cannot stack uses of
The bonus to saving throws lasts for as long as you remain in Snap Kick with itself."
a stance of the chosen discipline.
Page 35 - Gloom Razor [Clarification]
Page 22 - Warblade Stances Known [Alteration] When using the Lingering Gloom ability of the Gloom Razor
The text and chart are both incorrect. A Warblade learns new feat, you are only invisible to that foe. Other creatures can still
a new stance at 5th, 11th, and 17th level. see you unless another effect is affecting you.
Page 22 - Warblade Weapon Aptitude [Clarification] Page 35 - Perfect Clarity of Mind and Body [Substitution]
Gaining the Weapon Aptitude class feature cannot reduce a Under the Press The Advantage ability, replace Intimidate with
character's effective Fighter level in any way. A Warblade Concentration.
1/Fighter 4 is treated as having 4 levels of Fighter, not 3.
Page 35 - Scorching Sirocco [Substitution]
Page 23 - Warblade Bonus Feats [Alteration] Under the Mark of Fire ability, replace Spellcraft with Tumble.
The Warblade's bonus feat list refers to a feat called Ironheart.
No such feat exists; it is meant to read Ironheart Aura, an Page 38 - Readying Maneuvers [Replacement]
actual feat Replace "powers readied" with "maneuvers readied".
Pages 51 & 58 Divine Surge, Greater [Revision] Page 64 - Mind Over Body [Addition]
The damage listed is incorrect on both pages. It should say At the end of the last sentence of the second paragraph, add
8d8 in both cases. The extra damage is still only +2d8 per "You may still fail the save if your Concentration check's
point of Con damage in either case. results are lower than the save DC."
Page 86 - Blood in the Water [Revision] Pages 90 & 91 - Bolstering Voice [Clarification]
Replace the last paragraph with "If you go more than one You are your own ally.
minute without achieving a critical hit, the stance ends and the
Page 91 - Covering Strike [Clarification] Page 98 - Rending Claws Class Feature [Revision]
The boost only modifies your attacks for one round, but the The first paragraph should read "At 5th level, while you are
penalty imposed by it lasts for three rounds. shifting an attacking with two daggers or two Tiger Claw
weapons and you successfully hit an opponent with both
Page 91 - Flanking Maneuver [Clarification] weapons in the same round, you may spend a Swift action to
All allies flanking the foe can take the attack granted by this add 2d6 points of damage to the second attack's damage.
strike, not just the one you are flanking the target with. You are This effect is considered a boost from the Tiger Claw
your own ally, and can take the extra attack as well. discipline."
Page 91 - Leading the Attack [Addition] Page 100 - Bloodstorm Blade Class Skills [Addition]
Add "Range: 60ft" to the maneuver's description. You are your Add Concentration, Diplomacy, Knowledge (History),
own ally. Knowledge (Local), and Knowledge (Nobility and Royalty) to
the Bloodstorm Blade's list of class skills.
Page 92 - Leading the Charge [Clarification]
You are your own ally. Page 100 - Bloodstorm Blade [Clarification]
For the purposes of determining your Initiator level,
Pages 92 & 93 - Orders Forged From Chaos [Clarification] Bloodstorm Blade levels only count for half (rounded up). Thus
You are your own ally. If you choose to take the Move action a Warblade 6/Bloodstorm Blade 4 would have an IL of 8, not
granted to move up to your speed, you must do so after any 10.
other creature affected by this maneuver. The Move action
granted by this maneuver does not count against your allies' Page 100 - Returning Attacks Class Feature [Deletion and
actions for their turns. Revision]
Delete the second paragraph. Add "This ability functions only
Page 93 - Press the Advantage [Clarification] while you are in an Iron Heart stance." to the end of the first
The additional 5ft step granted by this stance can be used with paragraph.
any other 5ft step you take, such as the one granted by the
Tactical Strike maneuver or the Evasive Reflexes feat. You Page 100 - Weapon Aptitude Class Feature [Clarification]
can use this stance's benefit only once per round. Gaining the Weapon Aptitude class feature cannot reduce a
character's effective Fighter level in any way. A Fighter
Page 93 - Swarm Tactics [Addition] 6/Bloodstorm Blade 1 is treated as having 6 Fighter levels, not
Add "Only allies within this maneuver's radius are given the 5.
bonus." to the end of the maneuver's text. You are your own
ally. Page 101 - Martial Throw Class Feature [Revision]
The text of Martial Throw states that a Bloodstorm Blade can
Page 93 - Tactical Strike [Clarification] use strikes with thrown weapons, but as written this does not
You are your own ally. The 5ft step granted by this maneuver allow a Bloodstorm Blade to make strikes with ranged attacks
does not count against you or your allies' limit of one 5ft step (due to an oversight). The text of Martial Throw should read
per round. "Starting at 2nd level, you can initiate a strike from the Iron
Heart discipline with a ranged attack, provided that you use a
Page 93 - Swarming Assault [Clarification] thrown weapon to do so." The rest of the text is correct as is.
You are your own ally. If you choose to affect yourself with this
maneuver, you must do so after your allies' attacks have Page 102 - Blade Storm Class Feature [Revision and Addition]
resolved. Replace the second paragraph with "Make a single ranged
attack with a thrown weapon (you may use Thunderous Throw
Page 94 - White Raven Tactics [Addition and Clarification] to instead make a melee attack), then compare that attack to
You cannot target yourself, despite being your own ally (as the Armor Classes of each enemy within the thrown weapon's
doing so results in an infinite penalty to your initiative count). maximum range. Each enemy whose Armor Class is lower
Add "A creature can only be affected by one White Raven than the ranged attack roll takes damage as though you had
Tactics per encounter." to the end of the maneuver's text. made a ranged attack against that enemy. Each enemy can
take damage only once per use of this class feature."
Page 96 - Maneuvers Readied
At the end of the paragraph, add "The maneuvers readied are After the third paragraph, add "When using the Blade Storm
applied to the same class you applied the maneuvers known class feature you do not apply penalties for range increments.
to." Instead, each enemy outside of the first range increment of
your weapon gains a bonus to their Armor Class against that
Page 97 - Claws of the Beast Class Feature [Clarification] use of the Blade Storm class feature equal to the penalty you
You add your full Strength bonus to damage rolls made when would normally take. Cover still applies, but you ignore the
using your claws (be they from your Shifting ability or another penalties for firing into melee. Resolve other penalties
source) as secondary attacks. normally.".
Page 97 - Superior Two Weapon Fighting Class Feature Page 105 - Mountain Fortress Stance Class Feature
[Clarification] [Clarification]
This class feature also removes the penalty for using claw This ability can provide the benefits of being at a higher
attacks as a secondary natural weapon. ground than your opponents.
Page 106 - Crashing Mountain Juggernaut Class Feature Jade Phoenix Mage's skill list. There was an error in the
[Clarification] template, and it ended up with the same skill list as the Eternal
Normally you cannot charge an enemy who is less than 10ft Blade prestige class by mistake.
away from you. This ability is an exception. The extra damage
applies to all attacks made as a part of that charge, not just Page 115 - Empowering Strike Class Feature [Addition]
the first one. At the end of the paragraph, add "This ability does not alter
the casting time of that spell."
Page 106 - Dragon's Tooth Class Feature [Clarification
and Revision] Page 115 - Quickening Strike Class Feature [Clarification]
The pillar cannot be called into a space occupied by a Unlike the Quicken Spell feat, a spontaneous caster (such as
structure, such as an existing pillar or a wall, or other structure a Sorcerer) can use this ability freely. Regardless of what type
of at least Medium size. Attempting to do so results only in of spellcaster you are, the Quickening Strike class feature
wasted time and effort. Structures of small size (such as a dog cannot affect spells with a casting time longer than one full
house or a chair) are simply lifted by the pillar created by the round action (such as Lesser Restoration or Summon Monster
Dragon's Tooth class feature. A Deepstone Sentinel can call 1).
any number of these pillars into existence.
Pages 115 & 116 - Emerald Immolation [Clarification]
The last sentence should read "You can dismiss a pillar you Your equipment vanishes until you reform. This ability cannot
created by touching it and spending a standard action to will damage any equipment you carry (so it cannot trigger a Staff
the pillar away, but otherwise the pillar remains where you of Power's retributive strike ability, for example).
called it forth."
Page 119 - Dual Stance Class Feature [Revision]
Page 106 - Awaken the Stone Dragon Class Feature Replace the text of the Dual Stance class feature with
[Clarification] "Starting at 2nd level, you can be in two stances
This ability only affects enemies. You and any ally within the simultaneously. While in any stance, you may enter another
radius suffer no ill effect from this ability. stance as normal. If the second stance is from a different
discipline than the first, you can choose to maintain both
Page 109 - Blade Guide Class Feature [Clarification] stances instead of ending the first stance. You can use this
There is an error in the last sentence: Blade Guides have no ability to gain the benefits of two stances for a maximum of 2
ability scores of their own. The spirit they represent may have rounds per class level each day, split up as you desire among
such scores, but the Blade Guide itself does not. Blade multiple uses and multiple stance pairs."
Guides are not subject to effects that check for Hit Dice or
Alignments (such as a Sleep spell or a Holy Word spell). If a Page 119 - Mastery of Nine [Clarification]
Blade Guide reforms after being destroyed, it reforms with its Because you are able to change what maneuvers you have
maximum HP. The Blade Guide itself exists constantly, not just readied multiple times over the course of the day, the bonuses
when manifesting it's original form. provided by this ability are based on the most recent time you
readied maneuvers.
Page 110 - Eternal Training Class Feature [Clarification]
When using the Eternal Training class feature to gain an Page 123 - Divine Impetus Class Feature [Clarification]
Insight bonus against creatures of a single type, you choose This ability can only be used once each round, regardless of
which type upon activating the class feature. If you have how many turn undead attempts you have.
multiple uses of the Eternal Training class feature, you may
choose a different creature type each time you use it. Page 123 - Divine Fury Class Feature [Clarification]
You can use this ability multiple times each round, and either
The text of this ability mentions a Crusader/Eternal Guardian. apply each use to a single attack or spread the uses out over
It was misprinted, and should mention a Crusader/Eternal multiple attack. If you apply the uses to a single attack, the
Blade. bonus to attack rolls does not stack (but the bonus damage
does). In addition, you can use this class feature on attacks
Page 110 - Guided Strike [Clarification] made even when it is not your turn (such as attacks of
There is no limit on how many times you can use Guided opportunity or attacks granted by a White Raven maneuver).
Strike each day.
Page 126 - Monk Abilities Class Feature [Clarification]
Page 110 - Armored Uncanny Dodge [Omission] If you do not have the Stunning Fist feat, the additional daily
Remove all mentions of armor from this ability. With the uses of that feat do not provide you with the feat itself (making
exception of only functioning while your Blade Guide is active, them largely useless). However, some magic items require
this ability is no different from the Uncanny Dodge class you to expend a daily use of Stunning Fist to use them. As
feature of the Barbarian. long as those items do not require you to have Stunning Fist
itself, you are able to use these additional daily uses of
Page 110 - Eternal Knowledge [Clarification] Stunning Fist to power that item (though it may provide no
The Blade Guide is considered trained in each of these skills. benefit even if you did).
Where it says "areas of knowledge", it is referring to the
various Knowledge skills (Arcana, Dungeoneering, etc). Page 126 - Touch of the Shadow Sun [Clarification]
If you do not take a swift action or standard action to use up
Page 115 - Jade Phoenix Mage Class Skills [Addition] the healing, it heals you automatically and is expended
Add all of the Knowledge skills and the Spellcraft skill to the normally. If you are vulnerable to positive energy (such as by
being Undead), this can damage you (and you can use the or carried when using this ability becomes incorporeal as well,
negative energy to heal yourself instead). and still confers the normal benefits as appropriate for your
new (temporary) subtype. For example, Bracers of Armor
If you are a Living Construct, the healing provided by this continue to function normally, but an Amulet of Natural Armor
ability is not halved. provides no benefit (as natural armor bonuses do not apply to
an incorporeal creature's armor class)."
Finally, you cannot reverse the order of this ability; You have
to deal negative energy damage first. Page 143 - Disembodied Blade [Deletion and Addition]
Delete the second to last sentence. Before the last sentence,
Page 134 - Fiery Blade [Clarification] add "This effect can be activated as a Swift action, and the
If you do not know the Burning Blade maneuver, the benefits duration need not be continuous. While this ability is active
of the Fiery Blade ability allow you to initiate that maneuver Unfettered cannot be sundered and it's abilities cannot be
multiple times in a single encounter. If you do know the dispelled, but any spells cast on it can be, and Unfettered can
Burning Blade maneuver, you can only use the Fiery Blade still be destroyed by Mordenkainen’s Disjunction or a similar
ability if you readied the Burning Blade maneuver. effect.
Page 135 - Commanding [Clarification] Page 145 - Power Critical [Clarification]
You have the option of negotiating the exact details of the Tiger Fang gives you the Power Critical feat as a bonus feat,
challenge, be it a fight to the death or a test of skill (such as a even if you do not meet the requirements. The effects of that
game of Chess). You must be victorious in either case in order feat are spelled out in the text instead of being put in a side
to complete the Commanding ritual. bar. The effect stacks with the actual Power Critical feat.
Page 135 - Detect Evil [Revision] Page 148 - Aptitude Weapon Quality [Clarification]
The 10th level ability is either Detect Good or Detect Evil, as This ability has no effect on feats that have a set list of
appropriate for your alignment. weapons that they apply to, such as Blade Meditation feat in
chapter 3. The feat has to mention "choose a weapon" in the
Page 135 - Boundless Determination [Revision] text, or at least a phrase along those lines.
Replace "total Crusader level" with "highest Initiator level".
Page 149 - Crown of White Ravens [Addition]
Page 135 - Resiliency [Addition] After the last sentence in the Effect paragraph, add "Stances
At the end of the first sentence, add "As an immediate action, cannot be contained in this item. The maneuver is added to
select a source that would deal damage to you (such as an your list of maneuvers known for the purposes of readying
incoming Fireball spell or your own Steely Resolve class maneuvers, but not meeting prerequisites of feats, prestige
feature). Negate a single instance of damage that source classes, magic items, maneuvers, or any other effect that
would deal to you this turn. Resolve the effect normally, but do requires maneuvers known. The maneuver must be readied
not subtract the damage from your hit point total or apply the as normal. You must meet all requirements for the maneuver
damage to your delayed damage pool (if any). Effects that in order to benefit from this item, including having a high
trigger off of you being dealt damage do not function for that enough initiator level to actually learn the maneuver."
instance of damage, but if the effect would deliver a poison or
similar effect, that effect still takes place. If you attempt combine two or more Crowns into the same
item (see the Dungeon Master's Guide, page 282), each
Page 137 - Uncanny Dodge [Addition] crown involved must be of a different type (Novice, Scholar,
At the end of the text, add "If you all ready have Uncanny Master), and must contain a different maneuver in each
Dodge when you unlock this Legacy Ability you immediately instance. You cannot, for example, combine three Crowns that
gain Improved Uncanny Dodge instead, regardless of what each contain the Leading the Attack strike, but you could
level you would otherwise gain Improved Uncanny Dodge combine three crowns that contain Leading the Attack, White
(even if you would not normally gain that ability)." Raven Tactics, and White Raven Hammer.
Page 140 - Prerequisites [Clarification and Revision] The above rules apply to the variants of the Crown of White
It is possible to meet the requirements for Eventide's Edge Ravens.
and have fulfilled the first ritual before 5th level. If this is the
case, the Legacy is unlocked as normal, but the character
does not gain any benefits of doing so until the character is at
least 5th level.
Abilities Str 18, Dex 15, Con 16, Int 11, Wis 14, Cha 15
Feats Combat Reflexes, Weapon Focus (halberd)
Skills Balance +11, Concentration +11, Diplomacy +4,
Intimidate +10, Jump +13, Listen +6, Martial Lore +8,
Sense Motive +10, Spellcraft +8, Spot +6
Air Walk (Ex) A reth dekala cannot truly fly, but it naturally
remains aloft. It moves as if constantly under the effects of an
air walk spell, caster level 7th. As an extraordinary ability, this
effect cannot be dispelled or suppressed by an antimagic field
or similar ability. If the reth dekala falls unconscious or dies,
this effect ends as though the duration had expired.