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Eternal Blade

(Tome of Battle: The Book of Nine Swords variant, p. 109)

An eternal blade is an elf who learns a variety of exotic fighting maneuvers with the aid and advice of the spirit of a mighty, ancient elf warrior.

Requirements

Base Attack Bonus: +10

Race: Elf

Feats: Weapon Focus (Any)

Martial Maneuvers: Any two Devoted Spirit or Diamond Mind maneuvers.


Hit die

d10

Skill points

2 + Int

Class Features

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven discipline. You must meet a maneuver?s prerequisite to learn it. You add your full eternal blade levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 5th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a stance?s prerequisite to learn it.

Blade Guide (Su): You gain a blade guide, the spirit of an ancient member of the eternal blades, that provides you with advice, tactical assistance, and training. The blade guide is incorporeal, has hit points equal to your own, and is size Fine. Its AC is 18, and it can fly with perfect maneuverability and a speed of 30 feet. If your blade guide is destroyed, or it somehow moves out of your line of effect, it reappears in your space in 1d6 rounds. The guide is the physical manifestation of a spirit that resides on the Outer Planes. Destroying a blade guide?s form merely severs its link to the Material Plane for a short time. A blade guide appears as a mote of white energy. It uses your senses to see and hear, and communicates with you by telepathy. Thus, it cannot interact with objects and creatures that you cannot see. Your blade guide is meant to aid you in combat, not serve as a scout. Sometimes, your guide appears as a ghostly image of how it looked in life. This manifestation requires tremendous effort, and your guide chooses to attempt it only when it must communicate with others under dire circumstances. When a blade guide manifests, it can speak with others as normal. A blade guide can appear in this manner for up to 10 minutes per day. While it manifests, you lose access to your blade guide and any class abilities that require it to function. If a blade guide must make a saving throw, it uses your save modifier. It lacks skill ranks, feats, Hit Dice, and ability score modifiers.

Eternal Training (Ex): Your blade guide offers you intense martial training based on its years of combat experience in mortal life. Each night when you enter trance, your blade guide enters your mind. In your dreams, the two of you spar and practice across a hundred different battlefields. You fight ogres, trolls, and other monsters that your guide creates from the ether of dreams. You practice maneuvers beyond your normal capacity. With each night that passes, you become more and more skilled in the fighting arts. Once per day, you can draw upon this nightly training to aid you in a single battle. You can choose one of two benefits. Each of these benefits lasts for one encounter. You gain an insight bonus equal to your Intelligence bonus (if any) on attack rolls and damage rolls against creatures of a single type. If you select humanoid or outsider as the type, you must also choose a subtype. Alternatively, you can gain the use of one maneuver from the Diamond Mind or Devoted Spirit discipline. You must meet the prerequisite for this maneuver as normal. A crusader/eternal guardian who selects this option is immediately granted this maneuver. A maneuver gained with eternal training can be recovered with your normal recovery method (if you have one) during the encounter, but knowledge of the maneuver fades immediately after the encounter ends. You gain an additional use per day of this ability at 3rd, 5th, 7th, and 9th level. Even if you have multiple uses of this ability per day, you can use this ability only once per encounter. You can use this ability only while you have access to your blade guide.

Guided Strike (Ex): Your blade guide assesses your enemies, seeking out weak points in their armor and offering you advice on where and how to strike. Drawing on its experience and keen eye for strategy and tactics, your guide grants you advice that can render even the most daunting foe impotent. Beginning at 2nd level, as a swift action, you can confer with your guide concerning a single foe that you face. For the rest of your turn, you automatically overcome your foe?s damage reduction, if any. You can use this ability only while you have access to your blade guide.

Armored Uncanny Dodge (Ex): So long as your blade guide is active, you gain the benefit of uncanny dodge starting at 3rd level. See the rogue class feature (PH 50). If you already have uncanny dodge, you instead gain improved uncanny dodge. If you lose access to your blade guide, you lose this ability until your guide returns. You can use uncanny dodge or improved uncanny dodge even if you wear medium or heavy armor.

Eternal Knowledge (Ex): Your blade guide is an expert in a variety of areas. In addition to the tactical and strategic guidance it offers, it also grants you access to great stores of lore. From history to planar phenomena, your guide has seen almost everything. When you attain 4th level, your blade guide can make Knowledge checks with a bonus equal to your eternal blade level + your Int modifier. When you first gain this ability, you can select two areas of knowledge. For each additional two levels you gain in the eternal blade prestige class (at 6th, 8th, and 10th level), your guide gains access to another area of knowledge.

Defensive Insight (Ex): Your blade guide?s advice and insights grant you an intellectual edge in combat, but there is a fine line between knowing how to do something and executing it in combat. If you take a moment to focus yourself, you can apply your knowledge to the situation at hand. Beginning at 6th level, as a swift action, you can size up an opponent and use your tactical knowledge against him. You gain a dodge bonus to AC equal to your Intelligence bonus (if any) against a single foe of your choice until the beginning of your next turn. You can use this ability only while you have access to your blade guide.

Tactical Insight (Ex): Although you might be young by the elves? reckoning, your blade guide lends you the experience and wisdom of one who has fought battles across countless fields. In almost any situation you face, you have the experience, tactical lore, and knowledge needed to defeat your enemy. From 8th level on, as a swift action, you can assess a tactical situation and make an attack that improves the attacks of your allies. For the rest of your turn, any opponent you hit with a melee attack takes a penalty to AC equal to your Intelligence bonus (if any) for 1 round. This penalty applies only to attacks made by your allies. If you lose access to your blade guide, you lose this ability until it returns.

Island in Time (Ex): At 10th level, you can throw yourself into a fight under your blade guide?s careful direction. You meld with it, allowing it to control your actions while you draw upon its vast combat experience. Once per encounter, you can take your turn as an immediate action. Using this ability does not change your initiative count, and you can use all your actions as normal. For example, if your initiative count is 15, you could act normally, use this ability to act again on initiative count 14, then act normally on the following round on initiative count 15. If you lose access to your blade guide, you lose this ability until it retur

Advancement

Level BAB Fort Ref Will Maneuvers Known Maneuvers Readied Stances Known Special
1st +1 +2 +0 +0 1 0 0 Blade guide, eternal training 1/day
2nd +2 +3 +0 +0 0 0 0 Guided strike
3rd +3 +3 +1 +1 1 1 0 Armored uncanny dodge, eternal training 2/day
4th +4 +4 +1 +1 0 0 0 Eternal knowledge
5th +5 +4 +1 +1 1 0 1 Eternal training 3/day
6th +6 +5 +2 +2 0 1 0 Defensive insight
7th +7 +5 +2 +2 1 0 0 Eternal training 4/day
8th +8 +6 +2 +2 0 0 0 Tactical insight
9th +9 +6 +3 +3 1 1 0 Eternal training 5/day
10th +10 +7 +3 +3 0 0 0 Island in time

Class skills

Skill name Key ability Trained only Armor check penalty
Climb STR no yes
Concentration CON no no
Diplomacy CHA no no
Handle Animal CHA yes no
Intimidate CHA no no
Jump STR no yes
Martial Lore INT yes no
Ride DEX no no
Sense Motive WIS no no
Tumble DEX yes yes

Spells for Eternal Blade