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D&D 3.5 - Tome of Battle - Errata

This document provides revisions and clarifications to several aspects of Crusader, Swordsage, and Warblade class features and maneuvers. Key changes include: 1) Clarifying that a Crusader recovers maneuvers based on class level rather than a flat two. 2) Correcting errors in the number of stances known for Crusaders, Warblades, and prerequisites for certain feats. 3) Adding clarification that creatures have a minimum initiator level of 1/2 their hit dice. 4) Revising the effects and prerequisites of certain maneuvers like Firesnake, Thicket of Blades, and Vanguard Strike.

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0% found this document useful (0 votes)
794 views10 pages

D&D 3.5 - Tome of Battle - Errata

This document provides revisions and clarifications to several aspects of Crusader, Swordsage, and Warblade class features and maneuvers. Key changes include: 1) Clarifying that a Crusader recovers maneuvers based on class level rather than a flat two. 2) Correcting errors in the number of stances known for Crusaders, Warblades, and prerequisites for certain feats. 3) Adding clarification that creatures have a minimum initiator level of 1/2 their hit dice. 4) Revising the effects and prerequisites of certain maneuvers like Firesnake, Thicket of Blades, and Vanguard Strike.

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shittyshit
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Page 9 - Crusader Weapons and Armor Proficiencies Changing your maneuvers with Adaptive Style also recovers

[Addition] expended maneuvers, as though you had spent the normal 5


Add to the end, "(including tower shields)". minutes readying them.

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".

Page 23 - Warblade Battle Skill [Alteration] Page 39 - Initiator Level [Replacement]


The Battle Skill class feature only applies to checks made to In the fifth sentence of the first paragraph, replace "higher-
resist such attempts, not when initiating those special attacks level stances" with "higher-level maneuvers".
yourself.
Page 39 - Table 3-1 [Revision]
Page 28 - Adaptive Style [Clarification] There is an error on column 2, row 7. Instead of 13th-4th, it
should read 13th-14th. Addition]
Delete the first sentence. Add the following before the second
Page 39 - Selecting Martial Maneuvers [Addition] sentence: "When you hit with this strike, select either yourself
At the end of the first paragraph, before the table, add "All or an ally within 10ft. This strike immediately ends any and all
creatures have a minimum initiator level equal to 1/2 their Hit of the following adverse conditions affecting either you or the
Dice, to a minimum initiator level of 1st." chosen ally: ability damage, blinded, confused, dazed,
dazzled, deafened, diseased, disabled, dying, exhausted,
Page 52 - Death Mark [Deletion] fatigued, feebleminded, insanity, nauseated, sickened,
In the Saving Throw entry, remove the mention of "See Text". stunned, and poisoned. It also cures 10 hit points of damage
per level initiator level you possess, to a maximum of 250
Page 53 - Firesnake [Deletion/Substitution] points at 25th level.
After the italicized text, delete the rest of the maneuver's text.
Replace it with the following, "When you initiate this You cannot initiate this maneuver to remove the Stunned,
maneuver, you cause a line of fire to twist across an area to Dazed, or Dying conditions from yourself, as you must be able
burn your enemies. This line is 60 feet long. Unlike a standard to take actions in order to initiate this maneuver."
line, a firesnake can bend and twist to hit your foes. A
firesnake starts in an adjacent square and can move up to 60ft Page 61 - Thicket of Blades [Addition]
as part of this maneuver. Add "The Tumble skill cannot be used to avoid the attack of
opportunity this stance grants. In addition, lower level
If a firesnake moves into a creature’s space, that creature maneuvers that specifically state that they do not provoke an
takes 6d6 points of fire damage, with a Reflex save (DC 14 + attack of opportunity are subjected to Thicket of Blades' effect.
your Wis modifier) for half damage. A creature can only take Maneuvers of equal or higher level than the Thicket of Blades
damage from the firesnake once in a single round. It makes stance are unaffected." to the end of the stance's text.
the saving throw and takes damage the first time that the
firesnake moves through its space. After that, this use of Page 62 - Vanguard Strike [Revision]
firesnake has no effect on that creature. The second sentence should say "If this attack hits, all your
allies within 30ft of the target gain a +4 bonus on ranged and
A firesnake must move along the ground or another horizontal melee attacks against the target until the start of your next
surface. It cannot fly or climb walls, and it pays the standard turn". As written, it had no range at all.
movement penalties for difficult terrain and other effects.
Page 62 - Action Before Thought [Addition]
This maneuver is a supernatural ability. At the end of the last sentence of the second paragraph, add
"You may still fail the save if your Concentration check's
Page 55 - Ring of Fire [Addition] results are lower than the save DC."
At the end of the second paragraph, add "You are immune to
the fire damage dealt by a ring of fire you initiated." Page 63 - Disrupting Blow [Deletion and Addition]
Delete the parts after "He can still take attacks of opportunity."
Page 55 - Rising Phoenix [Substitution] Add "If the target is under an effect that grants additional
Replace the second sentence of the first paragraph with "You actions (such as the Schism psionic power or the Dual Action
gain a fly speed equal to your land speed, with perfect ability of a Choker), that effect is suppressed for the duration
maneuverability, but you must remain within 10 feet of a solid of this maneuver." to the end of the maneuver.
or liquid horizontal surface when you fly."
Pages 63 & 64 - Insightful Strike [Addition]
Pages 57 & 58 - Castigating Strike [Clarification/Addition] Add the following line to the end of the maneuver's text, "If the
The target of the strike is subjected to both the strike's melee attack roll was a critical threat, and you confirmed it,
damage and the blast's damage, and must save against the multiply the Concentration check's results by your weapon's
latter. Add "The penalty caused by this strike does not stack critical modifier."
with itself. Initiating this strike a second time before the
previous use expires merely resets the duration of the penalty Page 64 - Greater Insightful Strike [Addition]
to one minute." to the end of the strike's text. Add the following line to the end of the maneuver's text, "If the
attack roll was a critical threat, and you confirmed it, stack the
Pages 48 & 58 - Divine Surge [Revision] multipliers as normal. For example, a critical hit with a
The damage listed is incorrect on both pages. It should say longsword (a ×2 multiplier) would cause this strike to deal
6d8 in both cases. damage equal to 3 × your Concentration check result."

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 60 - Shield Counter [Addition] Page 64 - Moment of Perfect Mind [Addition]


At the end of the first paragraph, add "The shield bash deals At the end of the last sentence of the second paragraph, add
damage as normal." "You may still fail the save if your Concentration check's
results are lower than the save DC."
Pages 60 & 61 - Strike of Righteous Vitality [Deletion and
Page 66 - Absolute Steel [Revision]
The second paragraph's second sentence should read, "If, Pages 74 & 75 - Strike of the Broken Shield [Omission]
during your turn, you move at least 10ft away from where you Remove the last two lines of the strike's text.
started your turn, you gain a +2 dodge bonus to AC until the
beginning of your next turn." Page 75 - Tornado Throw [Addition]
At the end of the last paragraph, add "The trip attempts
Page 68 - Iron Heart Surge [Clarification] required by this maneuver are not restricted by the size
Iron Heart Surge is capable of removing any one of the categories of you or the targets."
following conditions each time it is initiated:
Page 75 - Balance on the Sky [Revision]
• Blinded, Confused, Dazzled, Deafened, Energy Replace the first line with "You gain the benefits of the Air
Walk spell (PH196), except with a range of personal and a
Drained, Entangled, Exhausted, Fatigued, Flat-
duration equal to however long you remain in this stance".
Footed, Frightened, Immobilized, Knocked Down,
Replace the last sentence of the second paragraph with "If for
Nauseated, On Fire, Prone, Shaken, Sickened,
some reason your stance ends while you are in midair, you fall
Slowed, Staggered, Turned.
to the ground as per the Air Walk spell's effect."
• Any spell/power, spell-like/psi-like ability or
supernatural ability with a duration lasting longer than
Page 76 - Dance of the Spider [Addition and Clarification]
one round, provided you are either being targeted by
Add "This maneuver is a supernatural ability." to the end of the
the spell or are within the spell's radius.
stance's text. The second to last line of the stance is partially
• Any racial trait currently affecting the initiator (such as
incorrect: You take no penalties for climbing in this way, but
Light Sensitivity or a vampire's weakness to sunlight). other penalties can still apply. Likewise, enemies still gain
The source of this detriment is not removed, only the bonuses for attacking you, unless those bonuses are because
condition caused by the racial trait. you are climbing.
• Any extraordinary ability currently affecting the
initiator (such as the Frenzy ability of a Frenzied Page 77 - Enervating Shadow Strike [Clarification]
Berserker, or the "Bleeding Wounds" inflicted by The negative levels gained by this strike fade after 24 hours,
certain creatures). and cannot cause permanent level loss.
• Any ability hindering the initiator caused by an item
(alchemical, mundane, magical, or otherwise), such Page 77 - Five-Shadow Creeping Ice Enervation Strike
as a caltrop wound. [Deletion]
The duration of the penalties is 1d6 rounds, not 1 minute.
Any effect not listed above is outside of Iron Heart Surge's Additionally, ability damage dealt by this strike does not fade
range of influence. These conditions cannot be removed, even when the duration ends.
if their source is a spell's effect or similar ability (such as being
dazed by a psionic power, or being affected by a bard's Pages 77 & 78 - Hand of Death [Addition]
Fascinate ability). Add "This maneuver is a supernatural ability." to the end of the
maneuver's text.
Additionally, some effects can be reinstated at any point
during the rest of the round, after you have initiated Iron Heart Page 78 - One With Shadow [Addition]
Surge (for example, a vampire's weakness to sunlight will Add "This maneuver is a supernatural ability." to the end of the
reinstate its effects at the end of the vampire's turn, unless he maneuver's text.
uses his move action to exit the sunlight. The move action
would be possible immediately after initiating Iron Heart Page 79 - Shadow Jaunt [Addition]
Surge). Add "You can bring up to your maximum carrying capacity
+50lbs with you when you initiate this maneuver. You cannot
In case of Iron Heart Surge affecting a spell or other ability bring living creatures with you." to the end of the maneuver's
that affects an area (such as the web spell), the entire effect is text. This errata applies to both maneuvers derived from the
ended for everyone involved when Iron Heart Surge resolves. Shadow Jaunt maneuver (Shadow Blink and Shadow Stride).

Page 73 - Mighty Throw [Addition] Page 79 - Shadow Noose [Revision]


At the end of the last paragraph, add "The trip attempt The second to last line of the first paragraph should read "A
required by this maneuver is not restricted by the size successful save negates the stun, but not the damage."
categories of you or the target." This errata applies to all
maneuvers derived from Mighty Throw. Page 80 - Step of the Dancing Moth [Addition]
Add "This maneuver is a supernatural ability." to the end of the
Page 73 - Shifting Defense [Clarification] stance's text.
The 5ft step granted by this stance takes the same action it
takes to make an attack of opportunity (effectively no action), Page 81 - [Deletion]
not an immediate action. The 5ft step occurs before the attack Delete the second paragraph of the intro text.
is made, but after it is declared. If you are still within the
attacker's melee reach after taking the 5ft step, the attack is Page 81 - Ancient Mountain Hammer [Addition]
resolved normally. If not, the attack is wasted and the attacker Add "You may use this maneuver to make a Sunder attempt.
cannot make another melee attack against you until you are Doing so does not provoke an attack of opportunity." to the
again within its melee reach. end of the maneuver's text. Add "one carried object" to the
maneuver's target list. This maneuver deals full damage to bonus disappears."
objects in addition to ignoring hardness.
Page 86 - Claw at the Moon [Clarification]
Page 81 - Boulder Roll [Revision] The DC of the Jump check is equal to the target's Armor
This maneuver should have an initiation action of 1 Swift Class, and does not change if you do not have a running start.
Action, not 1 Full Round Action.
Page 86 - Dancing Mongoose [Clarification]
Pages 81 & 82 - Charging Minotaur [Revision and You must make at least one attack (hit or miss) during your
Clarification] turn to use this boost. It doesn't if it's a full attack, an attack
The text of the second paragraph should read "As part of this action, a maneuver's effect, or an attack of opportunity, all that
maneuver, charge, but replace the attack at the end of the matters is that you attacked an opponent during your turn
charge with a Bull Rush attempt." In addition, if you have the before you used this boost. The two weapon fighting penalties
Pounce ability or another ability that lets you make multiple do not apply to the attacks granted by this boost. For example,
attacks on a charge, those abilities do not apply to this you can't initiate this boost and then take a Charge action,
maneuver. then apply the boost's effects after the charge. You'd have to
initiate this boost after charging.
Page 82 - Colossus Strike [Revision]
The maneuver's text should say "or be hurled 1d4x5ft away Pages 86 & 87 - Death From Above [Clarification]
from you", not "or be hurled 1d4 squares away from you". The DC of the Jump check is equal to the target's Armor
Class, and does not change if you do not have a running start.
Page 82 - Earthstrike Quake [Revision]
Replace the second paragraph's first line with "You are Page 87 - Feral Death Blow [Clarification and Addition]
immune to the effects of your own earthstrike quake The DC of the Jump check is equal to the target's Armor
maneuver". Class, and does not change if you do not have a running start.
Add "A failed Jump check prevents the death effect, but you
Page 82 - Elder Mountain Hammer [Addition] still deal the extra damage" to the end of the maneuver's text.
Add "You may use this maneuver to make a Sunder attempt.
Doing so does not provoke an attack of opportunity." to the Page 89 - Raging Mongoose [Clarification]
end of the maneuver's text. Add "one carried object" to the You must make at least one attack (hit or miss) during your
maneuver's target list. This maneuver deals full damage to turn to use this boost. It doesn't if it's a full attack, an attack
objects in addition to ignoring hardness. action, a maneuver's effect, or an attack of opportunity, all that
matters is that you attacked an opponent during your turn
Page 83 - Giant's Stance [Clarification] before you used this boost. The two weapon fighting penalties
This stance's effect applies to your natural weapons as well. do not apply to the attacks granted by this boost. The attacks
granted by this maneuver happen immediately upon initiating
Page 83 - Irresistible Mountain Strike [Clarification] it, and cannot be held until later in your turn. For example, you
If the target of the maneuver fails the save, they lose their can't initiate this boost and then take a Charge action, then
standard action for that round. They may still take full round apply the boost's effects after the charge. You'd have to initiate
actions, such as the full attack action, casting a spell, or using this boost after charging.
the withdraw action, but other actions that require a standard
action (such as initiating some maneuvers or casting certain Page 89 - Soaring Raptor Strike [Clarification]
spells) cannot be taken. The DC of the Jump check is equal to the target's Armor
Class, and does not change if you do not have a running start.
Page 84 - Mountain Hammer [Addition]
Add "You may use this maneuver to make a Sunder attempt. Page 89 - Sudden Leap [Clarification]
Doing so does not provoke an attack of opportunity." to the This Jump check follows the normal rules for Jump checks,
end of the maneuver's text. Add "one carried object" to the and has a higher DC if you do not have a 20ft running start.
maneuver's target list. This maneuver deals full damage to
objects in addition to ignoring hardness. Page 89 - Swooping Dragon Strike [Clarification]
The DC of the Jump check is equal to the target's Armor
Page 84 - Overwhelming Mountain Strike [Clarification] Class, and does not change if you do not have a running start.
If the target of the maneuver fails the save, they lose their
move action for that round. They may still take full round Page 90 - Wolf Fang Strike [Clarification]
actions , such as the full attack action, full round action, or the The penalties applied by this maneuver replace the normal
withdraw action, but they cannot take other actions that penalties for fighting with two weapons.
require a move action (such as initiating the Shadow Stride
maneuver). Page 90 - Wolverine Stance [Revision]
The last sentence should read "If your foe is of a larger size
Page 85 - Stonefoot Stance [Clarification] category than yours, your feral rages ignites and grants you a
The +2 bonus on Strength checks applies to any Strength +4 bonus on damage rolls agains that creature while you
check, not just against larger creatures. continue grappling it".

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.

Page 140 - AC Bonus [Revision]


Delete the mention of "unarmored and unencumbered" in the
first sentence. Replace the second sentence with "You lose
this bonus when you are immobilized or helpless, when
carrying a medium or heavier load, or if you wear any medium
or heavy armor or carry a shield. As written, merely carrying
Eventide's Edge itself causes you to lose this bonus.

Page 142 - Shadowstep [Addition]


At the end of the paragraph, add "Any other equipment worn
Naityan Rakshasa (CR 7) maneuvers. The stance's effects are not ended if the naityan
Always NE Medium outsider (native) rakshasa initiates the charging minotaur maneuver, despite
Init +5; Senses darkvision 60 ft.; Listen +6, Spot +6 the maneuver requiring the rakshasa to move more than 5ft.
Aura detect thoughts (DC 18) Hellfire Hunter: In this shape, a naityan rakshasa
Languages Common, Infernal, Undercommon looks like a hell hound in humanoid form. While it is in hellfire
AC 20, touch 11, flat-footed 19 hunter shape, it gains scent and can use the flame’s blessing
(+1 Dex, +9 natural) stance and the fire riposte (counter) and flashing sun (strike)
HP 67 (9 HD); DR 15/good and piercing maneuvers.
SR 17 Night Creeper: In this shape, the naityan rakshasa
Fort +9, Ref +9, Will +9 looks like a slick eel-like humanoid. While it is in night creeper
Speed 40 ft. (8 squares) shape, it gains a swim speed of 30 feet, sneak attack +1d6,
Melee mwk greatsword +13/+8 (2d6+4) and and can use the island of blades stance and the ghost blade
bite +10 (1d6+1) or (strike) and shadow garrote (strike) maneuvers.
Melee 2 claws +12 each (1d4+3) and Elusive Adversary: In this shape, the naityan
bite +10 (1d6+1) rakshasa has a head and fur like a displacer beast, and its
Space 5ft; Reach 5ft arms take the form of displacer beast tentacles with hands
Base Atk +9; Grp +12 coated in hooks. While it is in elusive adversary shape, it's
Special Actions: change shape, style shapes base land speed becomes 60 feet and can use the shifting
Abilities Str 16, Dex 13, Con 17, Int 10, Wis 16, Cha 18 defense stance and the baffling defense (counter) and feigned
Feats Improved Initiative, Lightning Reflexes, Multiattack, opening (counter) maneuvers.
Weapon Focus (bite)
Skills Balance +10, Bluff +13, Concentration +8, Diplomacy Skills A rakshasa has a +4 racial bonus on Bluff and Disguise
+8, Disguise +13 (+15 acting), Gather Information +6, Hide checks. When using change shape, a rakshasa gains an
+11, Intimidate +14, Jump +21, Listen +6, Martial Lore +5, additional +10 circumstance bonus on Disguise checks. If
Move Silently +11, Sense Motive +12, Spot +6, Tumble +15 reading an opponent’s mind, its circumstance bonus on Bluff
and Disguise checks increases by a further +4.
Advancement by character class; Favored Class swordsage
Possessions masterwork greatsword

Detect Thoughts (Su) A naityan rakshasa can continuously


use detect thoughts as the spell (caster level 18th; Will DC 18
negates). It can suppress or resume the ability as a free
action. The save DC is Charisma-based. It does not need to
concentrate in order to read the thoughts of those who failed
their Will saves, and cannot read the thoughts of creatures
that passed the save. Creatures that successfully save against
this ability are immune to the aura for the next 24 hours.

Change Shape (Su) A naityan rakshasa can assume the form


of any Medium humanoid. If slain while in a form other than it's
natural one, it reverts to it's natural form one minute after
dying.

Style Shapes (Su) A naityan rakshasa gains the maneuvers


of particular martial disciplines and other abilities by adopting
specific shapes using its change shape ability. When changing
into one of these shapes, the rakshasa retains its claw and
bite attacks and automatically adopts the stance listed for the
shape. If the rakshasa cannot maintain the stance for some
reason, it reverts to its natural form and loses access to the
martial maneuvers the style shape grants. A naityan rakshasa
can use only one maneuver per turn. Thus, if it uses a strike
maneuver on its turn, it cannot then use a counter against an
opponent while waiting for its turn to come up again. In any of
these shapes, a naityan rakshasa has the backward hands
typical of the rakshasa race. Maneuvers granted by these
forms care not expended when initiated the way normal
maneuvers are. Using this ability is part of using the Change
Shape ability, and requires no action of it's own.

Earth Serpent: In this shape, a naityan rakshasa has


a snakelike head, a snake’s tail instead of legs, and gray stony
scales. While it is in earth serpent shape, it gains a +2 bonus
to natural armor and can use the strength of stone stance and
the mountain hammer (strike) and charging minotaur (strike)
Reth Dekala (CR4) is Constitution-based. Other reth dekalas are immune to this
Usually LE Medium outsider (evil, extraplanar, lawful) effect. If a creature would fail the save against multiple vilefire
Init +2; Senses darkvision 60 ft.; Listen +6, Spot +6 aura effects (such as from being adjacent to multple reth
Languages Common, Infernal dekalas), the creature takes damage as normal, but the
Aura vilefire (1d6, sickened, DC 15) sickened effect still only lasts 1 round.
AC 19, touch 12, flat-footed 17
(+2 Dex, +5 armor, +2 natural) Vilefire Blast (Su) A reth dekala can attack foes at range by
HP 37 (5 HD) lashing out with bolts of the corrupt flames that compose its
Resist acid 15, fire 15, fortification 50% body. This is a ranged touch attack with a range of 60 feet that
Fort +7, Ref +6, Will +6 deals 1d8 points of damage. Half the damage dealt is acid
Speed 30 ft. (6 squares); air walk (as the spell) damage and half is fire damage (do not round the damage; a
Melee mwk halberd +11 (1d10+6/×3) or creature must be resistant or immune to both damage types in
Melee claw bracer +9 melee (1d6+4) order to ignore the damage dealt by this effect). Living
Ranged vilefire blast +7 ranged touch (1d8 acid/fire plus creatures struck by a vilefire blast must succeed on a
sicken) Fortitude save (DC 15) or become sickened for 1 round. The
Space 5ft; Reach 5ft save DC is Constitution-based.
Base Atk +5; Grp +9
Atk Options Combat Reflexes, aligned strike (evil, lawful) Skills A reth dekala has a +4 racial bonus on Balance and
Jump checks.
Maneuvers and Stances Known (IL 5th):
Stances—martial spirit (1st), thicket of blades (3rd)
Strikes—daunting strike (5th), death from above (4th),
disarming strike (2nd), entangling blade (4th)
Counters—wall of blades (2nd)

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

Advancement by character class; Favored Class sorcerer


Possessions masterwork breastplate, masterwork halberd

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.

Aligned Strike (Su) A reth dekala’s natural weapons, as well


as any weapons it wields, are treated as lawful-aligned and
evil-aligned for the purposes of overcoming damage reduction.

Fortification (Ex) Due to its unusual body composition, a reth


dekala has a 50% chance to ignore the extra damage dealt by
a critical hit or sneak attack.

Martial Maneuvers A reth dekala knows several martial


maneuvers and stances (initiator level 5th). It recovers
expended maneuvers by resting and meditating for 5 minutes.
It can use each maneuver once per encounter. It does not
need to ready the maneuvers in order to initiate them.

Vilefire Aura (Su) The corrupt fire that comprises a reth


dekala’s body burns and sickens those who close with it. Each
round at the beginning of the reth dekala’s turn, creatures
adjacent to the reth dekala take 1d6 points of damage; living
creatures also become sickened for 1 round. A DC 15 Fort
save negates both effects. Half the damage dealt is acid
damage and half is fire damage (do not round the damage; a
creature must be resistant or immune to both damage types in
order to ignore the damage dealt by this effect). The save DC
Valkyrie (CR 9) Skills Balance +23, Concentration +19, Diplomacy +18, Hide
Always CN Large outsider (chaotic, extraplanar) +17, Intimidate +16, Jump +26, Knowledge (the planes) +10,
Init +8; Senses darkvision 60 ft.; Listen +10, Spot +10 Listen +10, Martial Lore +12, Sense Motive +14, Spot +10,
Languages Abyssal, Celestial, Common Survival +1 (+3 on other planes), Tumble +23
AC 25, touch 17, flat-footed 17; uncanny dodge Advancement by character class; Favored Class swordsage
(–1 size, +8 Dex, +1 armor, +7 natural) Possessions padded armor, 2 +1 short swords
HP 115 (11 HD); DR 10/cold iron
Immune cold, electricity, fear, sonic Aligned Strike (Su) A valkyrie’s natural weapons, as well as
SR 17 any weapons she wields, are treated as chaotic-aligned for the
Fort +13, Ref +15, Will +8 purposes of overcoming damage reduction.
Speed 40 ft. (8 squares); fly 60 ft. (perfect)
Melee +1 short sword +17/+12/+7 (1d8+7/19–20 plus 1d6 Electricity Attacks (Su) A valkyrie deals 1d6 points of
electricity) and +1 short sword +17/+12 (1d8+3/19–20 plus electricity damage with her natural attacks and any weapons
1d6 electricity) or she wields.
Melee 2 slams +16 each (1d6+7 plus 1d6 electricity)
Space 10 ft.; Reach 10 ft. Lighting Gaze (Su) A valkyrie’s can send out strokes of
Base Atk +11; Grp +22 lightning at those who meet her gaze. 4d6 electricity, range 30
Atk Options Combat Expertise, Improved Disarm, Power feet, Reflex DC 18 negates. The save DC is Charisma-based.
Attack, aligned strike (chaotic), electricity attacks, This is not a gaze attack.
maneuvers
Special Actions lighting gaze (DC 18) ,sonic burst (DC 18) Martial Maneuvers A valkyrie knows several martial
Maneuvers and Stances Known (IL 10th): maneuvers and stances (initiator level 10th). She recovers
Stances—prey on the weak (7th) expended maneuvers by resting and meditating for 5 minutes.
Strikes—charging minotaur (1st), clever positioning (DC 20) She can use each maneuver once per encounter.
(2nd), devastating throw (3rd), mountain avalanche (DC
22) (5th), pouncing charge (5th), wolf fang strike (1st) Sonic Burst (Su) As a swift action, a valkyrie can clap her
Boosts—boulder roll (4th) wings together to create a thunderclap. Creatures within 30
Counters—baffling defense (2nd), counter charge (1st) feet of the valkyrie take 4d6 points of sonic damage. A
Disciplines: Setting Sun, Stone Dragon, Tiger Claw successful DC 18 Reflex save results in half damage.
Abilities Str 25, Dex 27, Con 22, Int 14, Wis 13, Cha 16 Valkyries must wait 1d4 rounds between uses of this ability.
Feats Combat Expertise, Improved Disarm, Power Attack, The save DC is Charisma-based.
Improved Two-Weapon FightingB, Two-Weapon
FightingB, Weapon Finesse

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