For the rest of your turn, you automatically overcome your foe?s damage reduction, if any. Beginning at 2nd level, as a swift action, you can confer with your guide concerning a single foe that you face. 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.
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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. You can use this ability only while you have access to your blade guide. Even if you have multiple uses of this ability per day, you can use this ability only once per encounter. You gain an additional use per day of this ability at 3rd, 5th, 7th, and 9th level. 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. A crusader/eternal guardian who selects this option is immediately granted this maneuver. You must meet the prerequisite for this maneuver as normal. Alternatively, you can gain the use of one maneuver from the Diamond Mind or Devoted Spirit discipline. If you select humanoid or outsider as the type, you must also choose a subtype.
You gain an insight bonus equal to your Intelligence bonus (if any) on attack rolls and damage rolls against creatures of a single type. Each of these benefits lasts for one encounter. Once per day, you can draw upon this nightly training to aid you in a single battle.
With each night that passes, you become more and more skilled in the fighting arts. You practice maneuvers beyond your normal capacity. You fight ogres, trolls, and other monsters that your guide creates from the ether of dreams. In your dreams, the two of you spar and practice across a hundred different battlefields. Each night when you enter trance, your blade guide enters your mind. It lacks skill ranks, feats, Hit Dice, and ability score modifiers.Įternal Training (Ex): Your blade guide offers you intense martial training based on its years of combat experience in mortal life. If a blade guide must make a saving throw, it uses your save modifier. While it manifests, you lose access to your blade guide and any class abilities that require it to function. A blade guide can appear in this manner for up to 10 minutes per day. When a blade guide manifests, it can speak with others as normal. This manifestation requires tremendous effort, and your guide chooses to attempt it only when it must communicate with others under dire circumstances. Sometimes, your guide appears as a ghostly image of how it looked in life. Your blade guide is meant to aid you in combat, not serve as a scout. Thus, it cannot interact with objects and creatures that you cannot see. It uses your senses to see and hear, and communicates with you by telepathy. A blade guide appears as a mote of white energy. Destroying a blade guide?s form merely severs its link to the Material Plane for a short time. The guide is the physical manifestation of a spirit that resides on the Outer Planes. If your blade guide is destroyed, or it somehow moves out of your line of effect, it reappears in your space in 1d6 rounds. Its AC is 18, and it can fly with perfect maneuverability and a speed of 30 feet. The blade guide is incorporeal, has hit points equal to your own, and is size Fine. You must meet a stance?s prerequisite to learn it.īlade 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. Stances Known: At 5th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.
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You add your full eternal blade levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. You must meet a maneuver?s prerequisite to learn it. Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven discipline.