Table of Contents for Tome of Battle

Wuxia and additional massive genre blending, plus martial magic. I can see how lots of people won't like this or have no use for it, but count me as interested.

Also the preview feats looked neat and I can always use more neat feats. The Monsters sound like something I'd enjoy (especially the Rakshasa).
 

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Well now I'm glad I'm picking this up. ;) I still think though it's not as horrible as people think it might be. We'll just have to wait and see when I go to pick it up.

Akoss,

Thanks for the info man.

Sound,

Yeah well some 3rd party is good and some...isn't. But mostly I like the IDEA of the chance to evalute something beyond one company offering me one thing for one system.
 

And just so people are aware, the comments taken from the WotC boards are not my own. It's definitely seems worth checking out and those that do have it, seem to be saying a lot of good things about it.
 

Some more tidbits from the WotC site...

The "nine swords"...

Desert Wind = Scimitar
Faithful Devoted (Devoted Spirit) = Falchion
Supernal Clarity (Diamond Mind) = Rapier
Kamate (Iron Heart) = Bastard Sword
Eventide's Edge (Setting Sun) = Short Sword
Umbral Hand (Shadow Hand) = Dagger
Unfettered (Stone Dragon) = Greatsword
Tiger Fang (Tiger Claw) = Kukri
Blade of the Last Citadel (White Raven) = Longsword


Maneuvers for each of the new classes...

Crusaders have Devoted Spirit, Stone Dragon, and White Raven
Sword Sages have Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw
Warblades have Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, and White Raven


Styles the tactical feats are linked to...

Clarion Commander = White Raven
Distant Horizon = Setting Sun
Feath Unswerving = Devoted Spirit
Gloom Razor = Shadow Hand
Perfect Clarity of Mind and Body = Diamond Mind
Reaping Talons = Tiger Claw
Scorching Sirocco = Desert Wind
Shards of Granite = Stone Dragno
Stormguard Warrior = Iron Heart


Misc...

There is a feat for Illusionists, a martial adept/mage prestige class, a martial adept/cleric PrC, 2 psionic feats and a divine feat.
 

Hmm, I can certainly see carving out different styles for different regions of the campaign world. Having Diamond Mind only be available to people from Freeport and similar areas, Desert Wind for people from the desert lands of the south, etc.

We'll see.
 

Akoss,

Hey you just feed us the info and I for one will be grateful. *cannot stand the WotC boards and figures he'll let someone else handle that* I'm very grateful and I'll accept these "comments" as just that.
 

Thanks Nightfall. I only look in on WotC's site sporadically myself. And it looks like the poster Entropic Shadow has now put together a pretty decent breakdown of the book. I'll just repost the whole thing for you guys...

Classes:
Crusader - Interesting tank class. It has the ability to delay damage and get attack and damage bonuses for doing so. Gains Die Hard and Mettle eventually. Pretty good taken to level 20, not sure what I would do with it multiclass wise.
Swordsage - The monk of the martial adepts. Gets the most manuevers and manuevers per encounter of any of the martial adept classes. Has wisdom to AC in light armor and wisdom to damage in certain circumstances. Despite the medium BAB, I think this is probably the best class to dip into for manuevers and stances.
Warblade - Interesting class. Gets bonus feats and a bunch of Int based abilities as class features. I foresee warblade/swashbuckler builds on this board shortly after the book is released everywhere.

Other than class abilities, the classes differentiate themselves by what martial paths they have access too. Crusader has 3, 1 unique to it. Swordsage has 6, 3 unique, and warblade has 5, 1 unique.

Prestige Classes:
First of all, I have to say they did a good job designing the prestige classes. It is easy enough to meet the manuever requirements with feats, and your abilities progress even if you use that method. It was a nice difference from the confusion of the Anima Mage.

Bloodclaw Master - Devastating two-weapon fighter. It slowly gets rid of the typical two weapon penalties, both attack and damage. Has limited pounce and rend abilities. Good for Shifters, as they get slightly different class abilities than the other races do. Warblade or swordsage into this class and Weretouched Master could be a powerful build.
Bloodstrom Blade - Throwing expert. Has abilities that put Strength based throwing feats completely to shame. Master Thrower and Hulker Hurler probably have a lot to compliment this class with.
Deepstone Sentinel - Another Dwarven tank PrC. This one seperates itself from the others by reshaping the battlefield. You can't qualify for it before 11th level, so its tricks are fairly high level. Probably good mixed with Dwarven Defender and Knight
Eternal Blade - Elven martial adept PrC. Has a few Int based abilities, but seemed very blah to me over all. I am sure the CO geniuses will find some use for it though.
Jade Phoenix Mage - Arcane/Martial Adept. Almost the perfect figher-mage, IMO. It has martial abilities that make its magic work better and can burn spell slots to make its martial abilities better. Only problem is that it loses 2 caster levels. If you are willing to expend the feats, you can get into it without losing a caster level, however.
Master of Nine - The best way to gain access to all 9 martial paths. Swordsage 15/ Master of Nine 5 will net the most manuevers known, manuevers per encounter, and stances known.
Ruby Knight Vindicator - This is the divine caster hybrid class, though it is specific to Wee Jas. Kind of a assassin paladin thug. It does a few neat things with turning attempts, like gain additional swift actions. Not sure what to make of it overall.
Shadow Sun Ninja - Monk/Martial Adept hybrid. Has a bunch of abilities focused on darkness and light in contrast. Seems to fight best in perfect darkness. Progresses Flurry, which is always good.

Feats of Note:
Divine Spirit - Swift action to heal is always good.
Martial Stance - Gain a stance. Fighter Bonus.
Martial Study - Gain a manuever. Fighter Bonus. Also good because it nets you a class skill when you take it, based on what manuever you choose. In particular, I am thinking of gaining Jump for totemists by taking a Tiger Claw manuever.
Shadow Trickster - Bonus to illusion DCs and some precision damage types. I am sure Shadowcraft Mage is going to love this.
Snap Kick - A kind of half power flurry that can trigger off of a standard action. The initial attack or attacks require that you be armed, so probably good for those that only dipped into monk.
Stone Power - A power attack replacement feat. Lower attack bonus for temporary HP. Not sure how useful
Superior Unarmed Strike - Monk-like Unarmed Damage progression (though not as good) for the cost of a feat, or treat your monk level as higher for unarmed damage.
Tactical Feats - Not sure if any of them are worth mentioning, but there is a tactical feat for each style.

Styles:
And now the fun stuff.

Desert Wind - Fire damage, mobility, and speed. Probably good for scouts, dervishes, and other mobility types.
Devoted Spirit - Alignment based and healing abilities. They worded the healing abilities very carefully so you can't just smack your cohort to gain life after a battle.
Diamond Mind - Diamond Mind masters don't make saving throws. They make concentration checks. Sometime they don't make damage rolls. They make concentration checks. When they do make damage rolls, they use concentration checks to multiply the damage. This is one of my favorite paths, and is great for duelist type characters.
Iron Heart - Has a lot of status effecting strikes and interesting counters. Overall this style seems to be about slamming the enemy as hard as you can.
Setting Sun - All about the counters. Tries to turn an enemy's attacks and movements against him. Has a lot of throws as well.
Shadow Hand - Has a bunch of abilities focused on hiding, concealment, and attacking flat-footed opponents. Generally useful, but suffers some of the same problems that rogues face. I expect to see this path in the next generation of Multi-Pounce builds, as it has standard action, move action, and swift action teleport abilities. Since manuevers refresh after every combat, you have a lot of endurance when it comes to multi-pouncing.
Stone Dragon - Defensive manuevers and hard hitting attacks. It is the only path common to all three martial adept classes. Has the disadvantage of having to be in contact with the ground to use.
Tiger Claw - You leap around and rend people, preferably with two weapons. Seem like it will be good for totemists. Possibly fantastic for lancer types, if a first level manuever works the way I think it does. It might be possible to trigger Battle Jump after you have full attacked or charged.
White Raven - Motivational group bonuses and charge attacks. Probably good for bards, marshals, and the like, as they are doing the same sort of thing already. Having bard levels and White Raven manuevers lets you qualify for the Song of the White Raven feat, which quickens Inspire Courage and lets some of the martial adept classes stack with bard levels for determining its bonuses.


Misc.
The skills you can pick up with Martial Study are: Tumble, Intimidate, Concentration, Balance, Sense Motive, Hide, Jump, and Diplomacy.

Each style has some associated weapons, but you are in no way required to use them. From what I can tell at least. They can be beneficial to use if you have a spare feat to burn. Up your damage and save DCs a bit.

Anyone can get a few maneuvers and stances through feats, which are in fact Fighter Bonus Feats. PrCs can progress said feats to gain even more abilities. Fighters still have more staying power in a single fight then the martial adepts, as their abilities are generally usable at will, so I would say they stack up pretty well.

And now for a few more notable maneuvers:
Flashing Sun - Desert Wind 2. Basically Flurry of Blows with any weapon.
Holocaust Cloak – Desert Wind 3. Stance. Not really all that impressive, I just need to build a half-giant who uses this and claims to have Dread Pirate levels.
Desert Tempest – Desert Wind 6. Move and attack any enemy you pass adjacent to. Screams skirmish damage to me.
Aura of Chaos – Devoted Spirit 6. Stance. Reroll and add when you roll the maximum on a melee damage die.
Aura of Perfect Order – Devoted Spirit 6. Stance. Take 11 on a single d20 roll a round.
Defensive Rebuke – Devoted Spirit 3. Forces an enemy to attack you on their turn or draw an AoO. Combine with the Defensive Sweep feat and a knight’s or deepstone sentinel’s ability to make terrain difficult, and laugh.

Only new weapons are the legacy weapons, one for each style (one is redone from Weapons of Legacy).
As far as proficiencies, armor and shields vary from class to class. They range from rogue like to fighter like. All get martial weapons, though the some of the martial adepts aren't real big on ranged weapons, and don't get proficiencies in martial ones.

As for maneuver mechanics...
Each martial adept class gains a set number of manuevers and stances. They also have a number for how many they can have prepared at a given time. Prestige classes and feats can add to all of these numbers. Manuevers have pre-reqs that have to be met in order to take them. Most the time this is just a number of manuevers from the same style.

Preparation takes no rest, and about 5 minutes of time. Stances are constant effects that you can switch as a swift action. Every other manuever requires an action ranging from immediate to full-round. You regain them at the end of an encounter, assuming you have a few minutes rest. Each class also has a method of regaining them in the heat of combat.

Q: So if I want to use the same maneuver multiple times within a single encounter, do I prepare multiple copies, just as with spells?

A: Thats what it looks like. Unlike spells, you aren't required to prepare lower level ones. You could stock up on 12 copies of your level 9 maneuvers.

And speaking of maneuvers, I did find another one to note. Diamond Mind, 7th level. Avalance of Blades. Basically, you take a full round action to hit your enemy, and you keep attacking at an increasing penalty until you miss or until your opponent drops. So the question is: how high can we make our attack bonus for a single round? I might have to check out Tleilaxu Ghola's Kalashtar Duelist again.

Q: What, if anything, synergizes well with power attack in ToB? That's the staple means of gaining damage for any warrior build.

A: Strangely, I didn't really notice anything that worked well with power attack. There are a few things that up your to hit bonus, and those are always good for PA, but mostly the damaging strikes add some amount of d6s (Like a 20d6 rend ), and some overcome DR. Not a specific type of DR, just DR in general.

Q: How high are the penalties? Is it just me, or would this synergize very well with the feat from PHBII that gives you +1 cumulative for each attack after the first that hits with a bludgeoning weapon. Depending on the penalties for the maneuver, you could get a prepetual attack until the enemey drops with a high enough starting Attack bonus.

A: The penalty is -4 each time, which is at least better than your normal full-attack. Good catch on the Crushing Strike, though. That will certainly help.

Q: Can you give us a quick sampling of some of the other high-level maneuvers / stances?

A: Lets see.

Time Stands Still (Diamond Mind 9) allows two full attack actions.
Strike of Righteous Vitality (Devoted Spirit 9) heals you or an ally when you successfully attack. I mean Heal as in the spell.
Five-Shadow Creeping Ice Enervation Strike (Shadow Hand 9), in addition to having a great overly complicated martial arts name, does damage, ability damage (str, dex, con, or all three) and a few other nasty effects.
Feral Death Blow (Tiger Claw 9) is an instant kill or 20d6 extra damage.
War Master's Charge (White Raven 9) lets you and your allies all charge the same opponent at the same time.

Thats a sampling of the top.



Enjoy (I haven't even read it all myself yet!). :)

More to come...
 

More ToB goodness from Entropic Shadow...

Martial Lore is the Sublime Way equivilent of spellcraft. It is far less useful, seeing as the system has nothing like counterspell.

Ok, what level of martial maneuver you have access to is determined by your initiator level. The maneuver levels are available at the same time a wizard would get similar spell levels. Initiator level is equal to level for the martial adept classes, and 1/2 level for everyone else. If you multiclass, it is martial adept levels plus 1/2 non-martial adept levels. Thus 17x2 = 34 for straight fighters, or 15 + 2(1/2 5) for multiclass.

And now for more maneuver goodness.
Mountain Hammer (or any of the DR bypassing strikes) – Stone Dragon 2. These are so valuable that every martial adept should take at least one, even if it is a low level one with puny bonus damage. Heck, they are pretty good candidates for a fighter to pick up with a feat. I only mention Mountain Hammer because it is easy to get with a single feat, you just have to be 4th level.
Immortal Fortitude – Devoted Spirit 8. Don’t die from HP damage.
Thicket of Blades – Devoted Spirit 3. Stance. Any movement provokes AoOs from you.
Diamond Defense – Diamond Mind 8. Counter. If you do deign to make an actual saving throw as a Diamond Mind practitioner instead of a Concentration check, you gain a bonus on it equal to your initiator level
Emerald Razor – Diamond Mind 2. Turns the strike into a touch attack. There is the power attack synergy TG was looking for.
Hearing the Air – Diamond Mind 5. Stance. Blindsense.
Pearl of Black Doubt – Diamond Mind 3. Stance. Dodge bonus to AC for every attack that misses you in a round. Dancing with Shadows synergy for Graceful Lunge?
Dancing Blade Form – Iron Heart 5. Stance. Extra 5ft reach on your turn.
Finishing Move – Iron Heart 7. Damage based on enemies current HP, the lower the better.
Iron Heart Endurance – Iron Heart 6. Swift action healing. Always good.

As for getting the maneuvers and stances, martial adept classes get them as they level, like spells for a spontaneous caster. Stances are tracked seperate from maneuvers, and have a seperate line the the class table to determine how many you have.

As for when you no longer need to prepare low level maneuvers, thats basically a personal call. Individual maneuvers dont scale very well with level, so it is in your best interest to use your higher level ones unless you have a specific trick tied to a certain maneuver. You can replace maneuvers as you level (unless you take feats to aquire them), and you don't have to replace them with maneuvers of the same level.

Having done that short build, it is now very obvious to me that the paths you focus on define your character. I made a rogue-like build with Shadow Hand/Diamond Mind. Shadow Hand/Desert Wind would be a mobility expert. Stone Dragon is beastly for tanks (lots and lots of DR) and as anti-tanks (lots and lots of ways to bypass DR)

Since I tooka break from the build, here are a few more maneuvers I thought highly of

Strike of Perfect Clarity – Iron Heart 9. Extra 100 damage on a strike.
Ballista Throw – Setting Sun 6. Throw opponent in a line, does 6d6 damage to all hit.
Feigned Opening – Setting Sun 3. Counter. Cause enemy AoOs to provoke AoOs
Hydra Slaying Strike – Setting Sun 7. Enemy can’t make full attack next round.
Shifting Defense – Setting Sun 5. Stance. Move 5 feet when attacks. Consumes AoOs
Balance in the Sky – Shadow Hand 8. Air walk
Cloak of Deception – Shadow Hand 2. Greater Invis for a round.
Enervating Shadow Strike – Shadow Hand 8. Negative levels on strike
Hand of Death – Shadow Hand 4. Paralyzing touch. Thinking Freezing the Lifeblood but only against flat-footed targets.
Shadow Jaunt, Stride, and Blink – Shadow Hand 2, 5, and 7. Short range teleports as various actions. Shadow Pounce, here we come.
Dancing Mongoose – Tiger Claw 5. Extra attack with each weapon (up to two)
Raging Mongoose – Tiger Claw 8. Like dancing mongoose, only 2 extra attacks.
Girallon Windmill Flesh Rip – Tiger Claws 8. Rend damage based on successful strikes on turn. 8 to 20d6.
Sudden Leap – Tiger Claws 1. Jump in straight line as a swift action. Noted in original post as a lancer aid.

Emerald Razor is a standard action strike. Only that single strike is a touch attack.

Immortal Fortitude requires fort saves to keep living. Only last a few rounds, unlike most stances, but you can activate again after it fades. This only prevents death by HP loss.

Dancing Blade Form grants reach only on your turn.

Thicket of Blades says all movement, and the picture shows a crusader fighting shadow demons, so it would seem flight is included.

The bonuses from Pearl of Black Doubt only last a round, but all misses add a cumulative bonus. The maneuver specifies opponents, so the cohort trick would be sketchy at best


ES stats out a character using the book...

Elf Swordsage 12
28 pt buy - Str 12, Dex 16, Con 10, Int 10, Wis 16, Cha 10. Add to Dex at 4 and 8, Wis at 12
I am keeping the following skills maxed - Concentration, Hide, Listen, Martial Lore, Move Silently, and Tumble.

1-6

Feats and Class Features:
1. Extra Readied Maneuver, Weapon Focus (Shadow Hand), Quick to Act +1
2. Wisdom bonus to AC
3. Weapon Finesse
4. Insightful Strike (Shadow Hand)
5. Quick to Act +2
6. Shadow Blade

Extra Readied Maneuver is pretty much what it sounds like. An extra prepared maneuver each combat. With it, I can prepare 7 maneuvers a combat by level 6. Quick to Act is an initative bonus. As a class feature I get weapon focus for all of a single path's weapons. I decided on Shadow Hand and plan on using a short sword. Insightful Strike adds wisdom to damage with strikes from a particular path. Again, Shadow Hand. Shadow Blade was previewed last month and allows for dex to damage with a short sword.

Manuevers
1. Moment of Perfect Mind, Sapphire Nightmare Blade, Shadow Blade Technique. Clinging Shadow Strike, Stone Bones
2. Distracting Embers
3. Emerald Razor
4. Mountain Hammer, trade Stone Bones for Action Before Thought
5. Strength Draining Strike
6. Mind Over Body, trade Shadow Blade Technique for Shadow Garotte

Moment of Perfect Mind, Action Before Thought, and Mind Over Body all allow Concentration checks in place of saves. While my two of my saves are pretty good already, Concentration scales much faster than saves do.

Sapphire Nightmare Blade can catch a foe flat-footed and deals extra damage, which works great with some of my other abilities. Shadow Blade Technique can do extra cold damage, but its most important use is the ability to make two attack rolls on a single attack. Clinging Shadow Strike gives a miss chance, and Stone Bones gives me DR if the attack is successful, and these are my defensive maneuvers.

Distracting Ember summons a creature to help me flank, which is more useful later.

At 3rd I can start picking up second level maneuvers, and immedately take Emerald Razor, because I love touch attacks. Mountain Hammer I took because its good to follow my own advice and be able to be bypass DR

At 4th I trade Stone Bones out, because I have a lot of strikes already and not many counters. I am also more confident in my survival ability at this point

5th gives me access to 3rd level maneuvers, so I choose Strength Draining Strike. Ability damage is always fun. 6th nets me another counter, and I trade out Shadow Blade Technique for Shadow Garotte. Shadow Garotte is ranged touch and still benefits from my Insightful Strike, and can make targets flat-footed.

Stances
1. Child of Shadow
2. Step of the Wind
5. Assassin's Stance

Child of Shadow is another defensive measure, granting me concealment as long as I keep moving. Step of the Wind makes me faster, which is always nice. Assassin's Stance gives me sneak attack dice, which I make good use of (see Sapphire Nightmare Blade and Distracting Ember).

7-12

Feats and Class Features:
7. Sense Magic
8. Defensive Stance (Shadow Hand)
9. Gloom Razor, Evasion
10. Quick to Act +3
12. Blade Meditation (Shadow Hand), Insightful Strike (Diamond Mind)

Sense magic allows a swordsage to identify items. Reasonably useful. Defensive stance gives a saving throw bonus while using a stance from the selected discipline. Since two of my stances are Shadow Hand, it made since to take that. Gloom Razor is the tactical feat for Shadow Hand, and gives a few more ways to catch a foe flat-footed. Blade Mediation gives me some save and damage bonuses for Shadow Hand, and enough of my maneuvers allow saves that it seemed worth it.

Manuevers
7. Ruby Nightmare Blade
8. Hand of Death, trade in Sapphire Nightmare Blade for Obscuring Shadow Veil
9. Shadow Stride
10. Bloodletting Strike, trade in Distracting Ember for Rapid Counter
11. Stalker in the Night
12. Moment of Alacrity, trade in Shadow Garotte for Shadow Noose

Ruby Nightmare Blade doubles damage with a concentration check. Seemed good to me. Hand of Death is the paralyzing touch I mention elsewhere in this thread. I dont need Sapphire Nightmare Blade as much anymore, and Obscuring Shadow Veil gives me a stronger Clinging Shadow Strike. Strong enough to be worth it.

Shadow Stride is a move action short range teleport. Decent enough. Bloodletting Strike does Con damage, always fun. I trade out Distracting Ember because I have enough was to get sneak attack or catch someone flat-footed. Rapid counter gives an extra attack on an AoO or can replace the AoO and save it.

Stalker in the Night is pretty great. It allows for one to attack from hiding and stay hidden. Moment of Alacrity is to make sure I am high in the initiative. Shadow Noose is a better Shadow Garotte, thus the trade.

Stances
9. Pearl of Black Doubt. Great for reasons stated elsewhere in this thread.

- This build can function as a scout, light melee combatant, or a pretty decent skirmisher. Assassin comes pretty easily after a while as well.


*whew*

more to come... :cool:
 

Another character build, courtesy of obtusehobbit

Race: Halfling
Stats
Str: 10
Dex: 18
Con: 14
Int: 10
Wis: 15
Chr: 10

1) Swordsage 1: Extra Readied Maneuver, Sudden Recovery, Vital Recovery, 2 FLAWS
2) Swordsage 2:
3) Swordsage 3: Weapon Finesse
4) Monk of the Passive Way 1: Combat Expertise, +1 Wis
5) Monk of the Passive Way 2: Improved Trip, Improved Unarmed Strike
6) Shadow Sun Ninja 1: Shadow Blade
7) Shadow Sun Ninja 2:
8) Shadow Sun Ninja 3: +1 Dex
9) Shadow Sun Ninja 4: Superior Unarmed Strike
10) Shadow Sun Ninja 5:
11) Shadow Sun Ninja 6:
12) Shadow Sun Ninja 7: Snap Kick, +1 Dex
13) Shadow Sun Ninja 8:
14) Shadow Sun Ninja 9:
15) Shadow Sun Ninja 10: Monastic Training (Swordsage)
16) Monk of the Passive Way 3: +1 Dex
17) Swordsage 4:
18) Monk of the Passive Way 4: Martial Stance (Balance on the Sky)
19) Swordsage 5:
20) Monk of the Passive Way 5: +1 Dex

Boost:
1st: Wind Stride (Desert Wind) change to (Strike) Saphire Mind Blade (Diamond Mind)
2nd: Cloak of Deception (Shadow Hand)

Strikes:
1st: Mighty throw (Setting Sun), Shadow Blade Technique (Shadow Hand), Wolf Fang Strike (Tiger Claw),
4th: Strike of the Broken Shield (Setting Sun)
7th: Hydra Slaying Strike (Setting Sun)
8th: Diamond Nightmare Blade (Diamond Mind)

Counters:
1st: Counter Charge (Setting Sun), Moment of Perfect Mind (Diamond Mind)
2nd: Baffling Defense (Setting Sun)
5th: Mirrored Pursuit (Setting Sun)
8th: Diamond Defense (Diamond Mind)

Stances:
1st: Child of Shadows (Shadow Hand), Step of the Wind (Setting Sun)
5th: Step of the Dancing Moth (Shadow Hand), Shifting Defense (Setting Sun)
8th: Balance on the Sky (Shadow Hand)

The main ability this build has that I realy like is as a standard action the build can do (2d6+Wis mod+Dex mod)x4 and an 2nd attack that does 2d6+Dex mod.

Other highlights are:
1) Can use Air Walk at will
2) Can avoid and redirect a charge if I make a opposed Dex check
3) Has the ability to throw someone 10 feat with a 4+Dex Mod vrs Str or Dex
4) Can Prevent an opponent from making a full attack
5) Flurry of Blows, Dodge Bonus, and Fast Movement of 15th Level Monk, and Unarmed Damge of 19th Level Monk
6) Can get a +17 to any saving throw
7) Can follow an Opponent who moves out of my threaten squares
9) Can use an effect similar to Greater Invisability, Swift
10) Can use Concentration as a will Save
11) Can use Sense Motive check for AC against an attack
12) Has some other Intresting Abilities from Shadow Sun Ninja

The biggest down side is that he can only do so many of these things per encounter.
Also only has the a d8 hit die an middling BAB.


Misc...

Maneuvers have per encounter uses. Unless you are jumping from one fight to the next with no real rest, you should have access to all your maneuvers for each combat.
 

Thank god for copying and pasting huh Akoss? ;) Yeah this is some pretty interesting stuff. Can't wait to see how much I can intergrate for myself. Though of course I happen to like Book of Iron Might, I think this might be a better source for those looking to add stuff to combat, without too much hassle.
 

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