Tome of Battle Errata

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Page 9 – Crusader Weapons and Armor Proficiencies [Addition]
Add to the end, "(including tower shields)".

Page 10 – Crusader Maneuvers Readied [Clarification]
Whenever a Crusader recovers his or her expended maneuvers, the number of maneuvers granted is based on the Crusader's class level (plus other modifiers, such as the Extra Granted Maneuver feat), not just two. As written, the mechanic only grants two maneuvers each time a Crusader would recover them, regardless of level.

Page 10 – Crusader Stances Known [Alteration]
The text and chart are both incorrect. A Crusader learns new a new stance at 3rd, 9th, and 15th level.

Page 11 – Crusader Die Hard [Addition]
Add the following to the text, "You need not meet the prerequisites."

Page 16 – Table 1-2: The Swordsage [Revision]
The Base Attack Bonus for level 13 is incorrect. It should be "9/4", which is identical to the Cleric's Base Attack Bonus at that level.

Page 16 – Swordsage Skill Points [Alteration]
(6+Int modifier per level, x6 at 1st level) should read (6+Int modifier per level, x4 at 1st level).

Page 16 – Swordsage AC Bonus [Addition]
The Swordsage's AC Bonus class feature should read, "Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light or no armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attack or when you are flat-footed. However, you lose this bonus when immobilized or helpless. This bonus does not stack with other abilities named AC Bonus unless those abilities apply to a different ability score."

Page 16 – Swordsage Discipline Focus (Defensive Stance) [Clarification]
The bonus to saving throws lasts for as long as you remain in a stance of the chosen discipline.

Page 22 – Warblade Stances Known [Alteration]
The text and chart are both incorrect. A Warblade learns new a new stance at 5th, 11th, and 17th level.

Page 22 – Warblade Weapon Aptitude [Clarification]
Gaining the Weapon Aptitude class feature cannot reduce a character's effective Fighter level in any way. A Warblade 1/Fighter 4 is treated as having 4 levels of Fighter, not 3.

Page 23 – Warblade Bonus Feats [Alteration]
The Warblade's bonus feat list refers to a feat called Ironheart. No such feat exists; it is meant to read Ironheart Aura, an actual feat

Page 23 – Warblade Battle Skill [Alteration]
The Battle Skill class feature only applies to checks made to resist such attempts, not when initiating those special attacks yourself.

Page 28 – Adaptive Style [Clarification]
Changing your maneuvers with Adaptive Style also recovers expended maneuvers, as though you had spent the normal 5 minutes readying them.

Page 30 – Table 2-1: Feats [Revision]
The prerequisites and benefits of Shadow Trickster on the table are incorrect. It should say "Caster Level 1st, one Shadow Hand strike." The bonus to the save DC of your Illusion spells is +2, not +1.

Page 30 – Table 2-1: Feats [Revision]
The effect of the Shadow Blade feat mentions Shadow Sun weapons. This is an error, it should mention Shadow Hand weapons.

Page 30 – Table 2-1: Feats [Revision]
The prerequisite for White Raven Defense is incorrect. It requires one White Raven stance, not just one White Raven maneuver.

Page 30 – Extra Granted Maneuver [Addition]
At the end of the first sentence, add "from your maneuvers readied."

Page 31 – Martial Stance [Clarification]
You have a minimum initiator level of 1st, regardless of your character level.

Page 31 – Martial Study [Clarification]
You have a minimum initiator level of 1st, regardless of your character level.

Page 32 – Snap Kick [Revision]
Snap Kick now reads: "Whenever you initiate a strike or use the attack or full attack action, you may take a -2 penalty to attacks made this round gain an additional attack at your highest attack bonus (the -2 applies to this attack as well). This attack is an off-hand unarmed strike, and deals damage as appropriate."
"Special: You may use Snap Kick when making attacks of opportunity, or with other effects that grant extra attacks (such as the Snake's Swiftness spell), but you cannot stack uses of Snap Kick with itself."


Page 35 – Gloom Razor [Clarification]
When using the Lingering Gloom ability of the Gloom Razor feat, you are only invisible to that foe. Other creatures can still see you unless another effect is affecting you.

Page 35 – Perfect Clarity of Mind and Body [Substitution]
Under the Press The Advantage ability, replace Intimidate with Concentration.

Page 35 – Scorching Sirocco [Substitution]
Under the Mark of Fire ability, replace Spellcraft with Tumble.

Page 38 – Readying Maneuvers [Replacement]
Replace "powers readied" with "maneuvers readied".

Page 39 – Initiator Level [Replacement]
In the fifth sentence of the first paragraph, replace "higher-level stances" with "higher-level maneuvers".

Page 39 – Table 3-1 [Revision]
There is an error on column 2, row 7. Instead of 13th-4th, it should read 13th-14th.

Page 39 – Selecting Martial Maneuvers [Addition]
At the end of the first paragraph, before the table, add "All creatures have a minimum initiator level equal to 1/2 their Hit Dice, to a minimum initiator level of 1st."

Page 52 – Death Mark [Deletion]
In the Saving Throw entry, remove the mention of "See Text".

Page 53 – Firesnake [Deletion/Substitution]
After the italicized text, delete the rest of the maneuver's text. Replace it with the following, "When you initiate this maneuver, you cause a line of fire to twist across an area to burn your enemies. This line is 60 feet long. Unlike a standard line, a firesnake can bend and twist to hit your foes. A firesnake starts in an adjacent square and can move up to 60ft as part of this maneuver.

If a firesnake moves into a creature’s space, that creature takes 6d6 points of fire damage, with a Reflex save (DC 14 + your Wis modifier) for half damage. A creature can only take damage from the firesnake once in a single round. It makes the saving throw and takes damage the first time that the firesnake moves through its space. After that, this use of firesnake has no effect on that creature.

A firesnake must move along the ground or another horizontal surface. It cannot fly or climb walls, and it pays the standard movement penalties for difficult terrain and other effects.

This maneuver is a supernatural ability.


Page 55 – Ring of Fire [Addition]
At the end of the second paragraph, add "You are immune to the fire damage dealt by a ring of fire you initiated."

Page 55 – Rising Phoenix [Substitution]
Replace the second sentence of the first paragraph with "You gain a fly speed equal to your land speed, with perfect maneuverability, but you must remain within 10 feet of a solid or liquid horizontal surface when you fly."

Pages 57 & 58 – Castigating Strike [Clarification/Addition]
The target of the strike is subjected to both the strike's damage and the blast's damage, and must save against the latter. Add "The penalty caused by this strike does not stack with itself. Initiating this strike a second time before the previous use expires merely resets the duration of the penalty to one minute." to the end of the strike's text.

Pages 48 & 58 – Divine Surge [Revision]
The damage listed is incorrect on both pages. It should say 6d8 in both cases.

Pages 51 & 58 Divine Surge, Greater [Revision]
The damage listed is incorrect on both pages. It should say 8d8 in both cases. The extra damage is still only +2d8 per point of Con damage in either case.

Page 60 – Shield Counter [Addition]
At the end of the first paragraph, add "The shield bash deals damage as normal."

Pages 60 & 61 – Strike of Righteous Vitality [Deletion and Addition]
Delete the first sentence. Add the following before the second sentence: "When you hit with this strike, select either yourself or an ally within 10ft. This strike immediately ends any and all of the following adverse conditions affecting either you or the chosen ally: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, disabled, dying, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level initiator level you possess, to a maximum of 250 points at 25th level.

You cannot initiate this maneuver to remove the Stunned, Dazed, or Dying conditions from yourself, as you must be able to take actions in order to initiate this maneuver.
"

Page 61 – Thicket of Blades [Addition]
Add "The Tumble skill cannot be used to avoid the attack of opportunity this stance grants. In addition, lower level maneuvers that specifically state that they do not provoke an attack of opportunity are subjected to Thicket of Blades' effect. Maneuvers of equal or higher level than the Thicket of Blades stance are unaffected." to the end of the stance's text.

Page 62 – Vanguard Strike [Revision]
The second sentence should say "If this attack hits, all your allies within 30ft of the target gain a +4 bonus on ranged and melee attacks against the target until the start of your next turn". As written, it had no range at all.

Page 62 – Action Before Thought [Addition]
At the end of the last sentence of the second paragraph, add "You may still fail the save if your Concentration check's results are lower than the save DC."

Page 63 – Disrupting Blow [Deletion and Addition]
Delete the parts after "He can still take attacks of opportunity." Add "If the target is under an effect that grants additional actions (such as the Schism psionic power or the Dual Action ability of a Choker), that effect is suppressed for the duration of this maneuver." to the end of the maneuver.

Pages 63 & 64 – Insightful Strike [Addition]
Add the following line to the end of the maneuver's text, "If the melee attack roll was a critical threat, and you confirmed it, multiply the Concentration check's results by your weapon's critical modifier."

Page 64 – Greater Insightful Strike [Addition]
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 multipliers as normal. For example, a critical hit with a longsword (a ×2 multiplier) would cause this strike to deal damage equal to 3 × your Concentration check result."

Page 64 – Mind Over Body [Addition]
At the end of the last sentence of the second paragraph, add "You may still fail the save if your Concentration check's results are lower than the save DC."

Page 64 – Moment of Perfect Mind [Addition]
At the end of the last sentence of the second paragraph, add "You may still fail the save if your Concentration check's results are lower than the save DC."

Page 66 – Absolute Steel [Revision]
The second paragraph's second sentence should read, "If, during your turn, you move at least 10ft away from where you started your turn, you gain a +2 dodge bonus to AC until the beginning of your next turn."

Page 68 – Iron Heart Surge [Clarification]
Iron Heart Surge is capable of removing any one of the following conditions each time it is initiated:

  • Blinded, Confused, Dazzled, Deafened, Energy Drained, Entangled, Exhausted, Fatigued, Flat-Footed, Frightened, Immobilized, Knocked Down, Nauseated, On Fire, Prone, Shaken, Sickened, Slowed, Staggered, Turned.
  • Any spell/power, spell-like/psi-like ability or supernatural ability with a duration lasting longer than one round, provided you are either being targeted by the spell or are within the spell's radius.
  • Any racial trait currently affecting the initiator (such as Light Sensitivity or a vampire's weakness to sunlight). The source of this detriment is not removed, only the condition caused by the racial trait.
  • Any extraordinary ability currently affecting the initiator (such as the Frenzy ability of a Frenzied Berserker, or the "Bleeding Wounds" inflicted by certain creatures).
  • Any ability hindering the initiator caused by an item (alchemical, mundane, magical, or otherwise), such as a caltrop wound.
Any effect not listed above is outside of Iron Heart Surge's range of influence. These conditions cannot be removed, even 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 Fascinate ability).

Additionally, some effects can be reinstated at any point during the rest of the round, after you have initiated Iron Heart Surge (for example, a vampire's weakness to sunlight will reinstate its effects at the end of the vampire's turn, unless he uses his move action to exit the sunlight. The move action would be possible immediately after initiating Iron Heart Surge).

In case of Iron Heart Surge affecting a spell or other ability that affects an area (such as the web spell), the entire effect is ended for everyone involved when Iron Heart Surge resolves.

Page 73 – Mighty Throw [Addition]
At the end of the last paragraph, add "The trip attempt required by this maneuver is not restricted by the size categories of you or the target." This errata applies to all maneuvers derived from Mighty Throw.

Page 73 – Shifting Defense [Clarification]
The 5ft step granted by this stance takes the same action it takes to make an attack of opportunity (effectively no action), not an immediate action. The 5ft step occurs before the attack 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 resolved normally. If not, the attack is wasted and the attacker cannot make another melee attack against you until you are again within its melee reach.

Pages 74 & 75 – Strike of the Broken Shield [Omission]
Remove the last two lines of the strike's text.

Page 75 – Tornado Throw [Addition]
At the end of the last paragraph, add "The trip attempts required by this maneuver are not restricted by the size categories of you or the targets."

Page 75 – Balance on the Sky [Revision]
Replace the first line with "You gain the benefits of the Air Walk spell (PH196), except with a range of personal and a duration equal to however long you remain in this stance". Replace the last sentence of the second paragraph with "If for some reason your stance ends while you are in midair, you fall to the ground as per the Air Walk spell's effect."

Page 76 – Dance of the Spider [Addition and Clarification]
Add "This maneuver is a supernatural ability." to the end of the stance's text. The second to last line of the stance is partially incorrect: You take no penalties for climbing in this way, but other penalties can still apply. Likewise, enemies still gain bonuses for attacking you, unless those bonuses are because you are climbing.

Page 77 – Enervating Shadow Strike [Clarification]
The negative levels gained by this strike fade after 24 hours, and cannot cause permanent level loss.

Page 77 – Five-Shadow Creeping Ice Enervation Strike [Deletion]
The duration of the penalties is 1d6 rounds, not 1 minute. Additionally, ability damage dealt by this strike does not fade when the duration ends.

Pages 77 & 78 – Hand of Death [Addition]
Add "This maneuver is a supernatural ability." to the end of the maneuver's text.

Page 78 – One With Shadow [Addition]
Add "This maneuver is a supernatural ability." to the end of the maneuver's text.

Page 79 – Shadow Jaunt [Addition]
Add "You can bring up to your maximum carrying capacity +50lbs with you when you initiate this maneuver. You cannot bring living creatures with you." to the end of the maneuver's text. This errata applies to both maneuvers derived from the Shadow Jaunt maneuver (Shadow Blink and Shadow Stride).

Page 79 – Shadow Noose [Revision]
The second to last line of the first paragraph should read "A successful save negates the stun, but not the damage."

Page 80 – Step of the Dancing Moth [Addition]
Add "This maneuver is a supernatural ability." to the end of the stance's text.

Page 81 – [Deletion]
Delete the second paragraph of the intro text.

Page 81 – Ancient Mountain Hammer [Addition]
Add "You may use this maneuver to make a Sunder attempt. Doing so does not provoke an attack of opportunity." to the end of the maneuver's text. Add "one carried object" to the maneuver's target list. This maneuver deals full damage to objects in addition to ignoring hardness.

Page 81 – Boulder Roll [Revision]
This maneuver should have an initiation action of 1 Swift Action, not 1 Full Round Action.

Pages 81 & 82 – Charging Minotaur [Revision and Clarification]
The text of the second paragraph should read "As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt." In addition, if you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver.

Page 82 – Colossus Strike [Revision]
The maneuver's text should say "or be hurled 1d4x5ft away from you", not "or be hurled 1d4 squares away from you".

Page 82 – Earthstrike Quake [Revision]
Replace the second paragraph's first line with "You are immune to the effects of your own earthstrike quake maneuver".

Page 82 – Elder Mountain Hammer [Addition]
Add "You may use this maneuver to make a Sunder attempt. Doing so does not provoke an attack of opportunity." to the end of the maneuver's text. Add "one carried object" to the maneuver's target list. This maneuver deals full damage to objects in addition to ignoring hardness.

Page 83 – Giant's Stance [Clarification]
This stance's effect applies to your natural weapons as well.

Page 83 – Irresistible Mountain Strike [Clarification]
If the target of the maneuver fails the save, they lose their standard action for that round. They may still take full round actions, such as the full attack action, casting a spell, or using the withdraw action, but other actions that require a standard action (such as initiating some maneuvers or casting certain spells) cannot be taken.

Page 84 – Mountain Hammer [Addition]
Add "You may use this maneuver to make a Sunder attempt. Doing so does not provoke an attack of opportunity." to the end of the maneuver's text. Add "one carried object" to the maneuver's target list. This maneuver deals full damage to objects in addition to ignoring hardness.

Page 84 – Overwhelming Mountain Strike [Clarification]
If the target of the maneuver fails the save, they lose their move action for that round. They may still take full round actions , such as the full attack action, full round action, or the withdraw action, but they cannot take other actions that require a move action (such as initiating the Shadow Stride maneuver).

Page 85 – Stonefoot Stance [Clarification]
The +2 bonus on Strength checks applies to any Strength check, not just against larger creatures.

Page 86 – Blood in the Water [Revision]
Replace the last paragraph with "If you go more than one minute without achieving a critical hit, the stance ends and the bonus disappears."

Page 86 – Claw at the Moon [Clarification]
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 86 – Dancing Mongoose [Clarification]
You must make at least one attack (hit or miss) during your turn to use this boost. It doesn't if it's a full attack, an attack action, a maneuver's effect, or an attack of opportunity, all that matters is that you attacked an opponent during your turn before you used this boost. The two weapon fighting penalties do not apply to the attacks granted by this boost. For example, you can't initiate this boost and then take a Charge action, then apply the boost's effects after the charge. You'd have to initiate this boost after charging.

Pages 86 & 87 – Death From Above [Clarification]
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 87 – Feral Death Blow [Clarification and Addition]
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. Add "A failed Jump check prevents the death effect, but you still deal the extra damage" to the end of the maneuver's text.

Page 89 – Raging Mongoose [Clarification]
You must make at least one attack (hit or miss) during your turn to use this boost. It doesn't if it's a full attack, an attack action, a maneuver's effect, or an attack of opportunity, all that matters is that you attacked an opponent during your turn before you used this boost. The two weapon fighting penalties do not apply to the attacks granted by this boost. The attacks granted by this maneuver happen immediately upon initiating it, and cannot be held until later in your turn. For example, you can't initiate this boost and then take a Charge action, then apply the boost's effects after the charge. You'd have to initiate this boost after charging.

Page 89 – Soaring Raptor Strike [Clarification]
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 89 – Sudden Leap [Clarification]
This Jump check follows the normal rules for Jump checks, and has a higher DC if you do not have a 20ft running start.

Page 89 – Swooping Dragon Strike [Clarification]
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 90 – Wolf Fang Strike [Clarification]
The penalties applied by this maneuver replace the normal penalties for fighting with two weapons.

Page 90 –  Wolverine Stance [Revision]
The last sentence should read "If your foe is of a larger size category than yours, your feral rages ignites and grants you a +4 bonus on damage rolls agains that creature while you continue grappling it".

Pages 90 & 91 – Bolstering Voice [Clarification]
You are your own ally.

Page 91 – Covering Strike [Clarification]
The boost only modifies your attacks for one round, but the penalty imposed by it lasts for three rounds.

Page 91 – Flanking Maneuver [Clarification]
All allies flanking the foe can take the attack granted by this strike, not just the one you are flanking the target with. You are your own ally, and can take the extra attack as well.

Page 91 – Leading the Attack [Addition]
Add "Range: 60ft" to the maneuver's description. You are your own ally.

Page 92 – Leading the Charge [Clarification]
You are your own ally.

Pages 92 & 93 – Orders Forged From Chaos [Clarification]
You are your own ally. If you choose to take the Move action granted to move up to your speed, you must do so after any other creature affected by this maneuver. The Move action granted by this maneuver does not count against your allies' actions for their turns.

Page 93 – Press the Advantage [Clarification]
The additional 5ft step granted by this stance can be used with any other 5ft step you take, such as the one granted by the Tactical Strike maneuver or the Evasive Reflexes feat. You can use this stance's benefit only once per round.

Page 93 – Swarm Tactics [Addition]
Add "Only allies within this maneuver's radius are given the bonus." to the end of the maneuver's text. You are your own ally.

Page 93 – Tactical Strike [Clarification]
You are your own ally. The 5ft step granted by this maneuver does not count against you or your allies' limit of one 5ft step per round.

Page 93 – Swarming Assault [Clarification]
You are your own ally. If you choose to affect yourself with this maneuver, you must do so after your allies' attacks have resolved.

Page 94 – White Raven Tactics [Addition and Clarification]
You cannot target yourself, despite being your own ally (as doing so results in an infinite penalty to your initiative count). Add "A creature can only be affected by one White Raven Tactics per encounter." to the end of the maneuver's text.

Page 96 – Maneuvers Readied
At the end of the paragraph, add "The maneuvers readied are applied to the same class you applied the maneuvers known to."

Page 97 – Claws of the Beast Class Feature [Clarification]
You add your full Strength bonus to damage rolls made when using your claws (be they from your Shifting ability or another source) as secondary attacks.

Page 97 – Superior Two Weapon Fighting Class Feature [Clarification]
This class feature also removes the penalty for using claw attacks as a secondary natural weapon.

Page 98 – Rending Claws Class Feature [Revision]
The first paragraph should read "At 5th level, while you are shifting an attacking with two daggers or two Tiger Claw weapons and you successfully hit an opponent with both weapons in the same round, you may spend a Swift action to add 2d6 points of damage to the second attack's damage. This effect is considered a boost from the Tiger Claw discipline."

Page 100 – Bloodstorm Blade Class Skills [Addition]
Add Concentration, Diplomacy, Knowledge (History), Knowledge (Local), and Knowledge (Nobility and Royalty) to the Bloodstorm Blade's list of class skills.

Page 100 – Bloodstorm Blade [Clarification]
For the purposes of determining your Initiator level, Bloodstorm Blade levels only count for half (rounded up). Thus a Warblade 6/Bloodstorm Blade 4 would have an IL of 8, not 10.

Page 100 – Returning Attacks Class Feature [Deletion and Revision]
Delete the second paragraph. Add "This ability functions only while you are in an Iron Heart stance." to the end of the first paragraph.

Page 100 – Weapon Aptitude Class Feature [Clarification]
Gaining the Weapon Aptitude class feature cannot reduce a character's effective Fighter level in any way. A Fighter 6/Bloodstorm Blade 1 is treated as having 6 Fighter levels, not 5.

Page 101 – Martial Throw Class Feature [Revision]
The text of Martial Throw states that a Bloodstorm Blade can use strikes with thrown weapons, but as written this does not allow a Bloodstorm Blade to make strikes with ranged attacks (due to an oversight). The text of Martial Throw should read "Starting at 2nd level, you can initiate a strike from the Iron Heart discipline with a ranged attack, provided that you use a thrown weapon to do so." The rest of the text is correct as is.

Page 102 – Blade Storm Class Feature [Revision and Addition]
Replace the second paragraph with "Make a single ranged attack with a thrown weapon (you may use Thunderous Throw to instead make a melee attack), then compare that attack to the Armor Classes of each enemy within the thrown weapon's maximum range. Each enemy whose Armor Class is lower than the ranged attack roll takes damage as though you had made a ranged attack against that enemy. Each enemy can take damage only once per use of this class feature."

After the third paragraph, add "When using the Blade Storm class feature you do not apply penalties for range increments. Instead, each enemy outside of the first range increment of your weapon gains a bonus to their Armor Class against that use of the Blade Storm class feature equal to the penalty you would normally take. Cover still applies, but you ignore the penalties for firing into melee. Resolve other penalties normally.".

Page 105 – Mountain Fortress Stance Class Feature [Clarification]
This ability can provide the benefits of being at a higher ground than your opponents.

Page 106 – Crashing Mountain Juggernaut Class Feature [Clarification]
Normally you cannot charge an enemy who is less than 10ft away from you. This ability is an exception. The extra damage applies to all attacks made as a part of that charge, not just the first one.

Page 106 – Dragon's Tooth Class Feature [Clarification and Revision]
The pillar cannot be called into a space occupied by a structure, such as an existing pillar or a wall, or other structure of at least Medium size. Attempting to do so results only in wasted time and effort. Structures of small size (such as a dog house or a chair) are simply lifted by the pillar created by the Dragon's Tooth class feature. A Deepstone Sentinel can call any number of these pillars into existence.

The last sentence should read "You can dismiss a pillar you created by touching it and spending a standard action to will the pillar away, but otherwise the pillar remains where you called it forth."

Page 106 – Awaken the Stone Dragon Class Feature [Clarification]
This ability only affects enemies. You and any ally within the radius suffer no ill effect from this ability.

Page 109 – Blade Guide Class Feature [Clarification]
There is an error in the last sentence: Blade Guides have no ability scores of their own. The spirit they represent may have such scores, but the Blade Guide itself does not. Blade 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 Blade Guide reforms after being destroyed, it reforms with its maximum HP. The Blade Guide itself exists constantly, not just when manifesting it's original form.

Page 110 – Eternal Training Class Feature [Clarification]
When using the Eternal Training class feature to gain an Insight bonus against creatures of a single type, you choose which type upon activating the class feature. If you have multiple uses of the Eternal Training class feature, you may choose a different creature type each time you use it.

The text of this ability mentions a Crusader/Eternal Guardian. It was misprinted, and should mention a Crusader/Eternal Blade.

Page 110 – Guided Strike [Clarification]
There is no limit on how many times you can use Guided Strike each day.

Page 110 – Armored Uncanny Dodge [Omission]
Remove all mentions of armor from this ability. With the exception of only functioning while your Blade Guide is active, this ability is no different from the Uncanny Dodge class feature of the Barbarian.

Page 110 – Eternal Knowledge [Clarification]
The Blade Guide is considered trained in each of these skills. Where it says "areas of knowledge", it is referring to the various Knowledge skills (Arcana, Dungeoneering, etc).

Page 115 – Jade Phoenix Mage Class Skills [Addition]
Add all of the Knowledge skills and the Spellcraft skill to the Jade Phoenix Mage's skill list. There was an error in the template, and it ended up with the same skill list as the Eternal Blade prestige class by mistake.

Page 115 – Empowering Strike Class Feature [Addition]
At the end of the paragraph, add "This ability does not alter the casting time of that spell."

Page 115 – Quickening Strike Class Feature [Clarification]
Unlike the Quicken Spell feat, a spontaneous caster (such as a Sorcerer) can use this ability freely. Regardless of what type of spellcaster you are, the Quickening Strike class feature cannot affect spells with a casting time longer than one full round action (such as Lesser Restoration or Summon Monster 1).

Pages 115 & 116 – Emerald Immolation [Clarification]
Your equipment vanishes until you reform. This ability cannot damage any equipment you carry (so it cannot trigger a Staff of Power's retributive strike ability, for example).

Page 119 – Dual Stance Class Feature [Revision]
Replace the text of the Dual Stance class feature with "Starting at 2nd level, you can be in two stances simultaneously. While in any stance, you may enter another stance as normal. If the second stance is from a different discipline than the first, you can choose to maintain both stances instead of ending the first stance. You can use this ability to gain the benefits of two stances for a maximum of 2 rounds per class level each day, split up as you desire among multiple uses and multiple stance pairs."

Page 119 – Mastery of Nine [Clarification]
Because you are able to change what maneuvers you have readied multiple times over the course of the day, the bonuses provided by this ability are based on the most recent time you readied maneuvers.

Page 123 – Divine Impetus Class Feature [Clarification]
This ability can only be used once each round, regardless of how many turn undead attempts you have.

Page 123 – Divine Fury Class Feature [Clarification]
You can use this ability multiple times each round, and either apply each use to a single attack or spread the uses out over multiple attack. If you apply the uses to a single attack, the bonus to attack rolls does not stack (but the bonus damage does). In addition, you can use this class feature on attacks made even when it is not your turn (such as attacks of opportunity or attacks granted by a White Raven maneuver).

Page 126 – Monk Abilities Class Feature [Clarification]
If you do not have the Stunning Fist feat, the additional daily uses of that feat do not provide you with the feat itself (making them largely useless). However, some magic items require you to expend a daily use of Stunning Fist to use them. As long as those items do not require you to have Stunning Fist itself, you are able to use these additional daily uses of Stunning Fist to power that item (though it may provide no benefit even if you did).

Page 126 – Touch of the Shadow Sun [Clarification]
If you do not take a swift action or standard action to use up the healing, it heals you automatically and is expended normally. If you are vulnerable to positive energy (such as by being Undead), this can damage you (and you can use the negative energy to heal yourself instead).

If you are a Living Construct, the healing provided by this ability is not halved.

Finally, you cannot reverse the order of this ability; You have to deal negative energy damage first.

Tome of Battle Errata

Thousand Years of Sleep Zardoz