Anything marked in Bold still needs to be completed. I apologize for the lost formatting.
[size=28]Tome of Battle Content[/size]
[size=20]Base Classes[/size]
* Crusader
* SwordSage
* Warblade
[size=20]Prestige Classes[/size]
* Bloodclaw Master
* Bloodstorm Blade
* Deepstone Sentinel
* Eternal Blade
* Jade Phoenix Mage
* Master of Nine
* Ruby Knight Vindicator
* Shadow Sun Ninja
[size=20]Skills[/size]
* Martial Lore
[size=20]Feats[/size]
* Adaptive Style
* Avenging Strike
* Blade Meditation
* Desert Fire
* Desert Wind Dodge
* Devoted Bulwark
* Divine Spirit
* Evasive Reflexes
* Extra Granted Maneuver
* Extra Readied Maneuver
* Falling Sun Attack
* Instant Clarity
* Ironheart Aura
* Martial Stance
* Martial Study
* Psychic Renewal
* Rapid Assault
* Scribe Martial Script
* Shadow Blade
* Shadow Trickster
* Song of the White Raven
* Snap Kick
* Stone Power
* Sudden Recovery
* Superior Unarmed Strike
* Tiger Blooded
* Unnerving Calm
* Vital Recovery
* White Raven Defense
[size=20]Disciplines[/size]
* Desert Wind - Swordsage
* Devoted Spirit - Crusader
* Diamond Mind - Swordsage, Warblade
* Iron Heart - Warblade
* Setting Sun - Swordsage
* Shadow Hand - Swordsage
* Stone Dragon - Crusader, Swordsage, Warblade
* Tiger Claw - Swordsage, Warblade
* White Raven - Crusader, Warblade
[size=20]Maneuvers[/size]
* [size=16]Level 1[/size]
o Desert Wind
+ Blistering Flourish - Dazzle Creatures around you.
+ Burning Blade - 1d6 + level fire damage
+ Distracting Ember - Target flanked for one round
+ Flame's Blessing - Fire Res based on Tumble
+ Wind Stride - +10 ft speed
o Devoted Spirit
+ Crusader's Strike - Heal 1d6 + level
+ Iron Guard's Glare - Enemies take -4 Atk pen vs allies
+ Martial Spirit - Heal 2 points per successful attack
+ Vanguard Strike - Allies gain +4 vs target
o Diamond Mind
+ Moment of Perfect Mind - Conc check for Will save
+ Sapphire Nightmare Blade - Opponent Flatfooted, +1d6 damage with Conc check
+ Stance of Clarity - +2 AC vs one foe, -2 AC vs others
o Iron Heart
+ Punishing Stance - +1d6 damage, -2 AC
+ Steel Wind - Attack two opponents
+ Steely Strike - +4 to attack, Enemies get +4 vs you
o Setting Sun
+ Counter Charge - Force charging foe to move away
+ Mighty Throw - Throw foe 10'
+ Step of the Wind - Ignore difficult terrain, bonus in that terrain
o Shadow Hand
+ Child of Shadow - Concealment while moving
+ Clinging Shadow Strike - Foe suffers 20% miss chance
+ Island of Blades - you and allies flank all foes
+ Shadow Blade Technique - Roll two attacks, use lower to deal bonus cold damage
o Stone Dragon
+ Charging Minotaur - Bull Rush deals damage, ignore AoO
+ Stone Bones - Gain DR 5/Adam
+ Stonefoot Stance - +2 Bonus on Str checks, +2 AC vs larger foes
o Tiger Claw
+ Blood in the Water - +1 Attack/Dam per Crit
+ Hunter's Sense - Gain scent
+ Sudden Leap - Swift action Jump
+ Wolf Fang Strike - Attack with two weapons
o White Raven
+ Bolstering Voice - Allies get +2 Will, +4 Fear saves
+ Douse the Flames - Target cannot AoO
+ Leading the Attack - Allies get +4 bonus vs foe you hit
+ Leading the Charge - Allies gain +1 damage/level on charges
* [size=16]Level 2[/size]
o Desert Wind
+ Burning Brand - +5 foot reach, fire damage
+ Fire Riposte - Counter foes attack with touch for 4d6 fire
+ Flashing Sun - extra attack
+ Hatchling's Flame - Cone of 2d6 fire
o Devoted Spirit
+ Foehammer - Ignore DR, deal +2d6
+ Shield Block - Grant ally +4 shield AC
o Diamond Mind
+ Action Before Thought - Conc Check in place of Ref Save
+ Emerald Razor - Melee attack as touch
o Iron Heart
+ Disarming Strike - Attempt to disarm foe
+ Wall of Blades - Replace AC with attack roll result
o Setting Sun
+ Baffling Defense - Sense Motive check to dodge attack
+ Clever Positioning - Swap spaces with target
o Shadow Hand
+ Cloak of Deception - Invis for 1 round
+ Drain Vitality - 2 points Con damage
+ Shadow Jaunt - Teleport 50'
o Stone Dragon
+ Moutain Hammer - +2d6, overcome DR
+ Stone Vise - deal +1d6 damage, immobilize target
o Tiger Claw
+ Claw at the Moon - Jump check, deal +2d6
+ Rabid Wolf Strike - +4 Atk, +2d6 damage, -4 AC for 1 round
o White Raven
+ Battle Leader's Charge - No AoO, deal +10 damage
+ Tactical Strike - +2d6, allies move 5'
* [size=16]Level 3[/size]
o Desert Wind
+ Death Mark - Target takes extra fire damage and explodes in spread
+ Fan the Flames - RTA 6d6 fire
+ Holocaust Cloak - Damage shield 5 fire
+ Zephyr Dance - +4 AC vs one attack
o Devoted Spirit
+ Defensive Rebuke - Foes you strike must attack you or take AoO
+ Revitalizing Strike - heal 3d6 + level
+ Thicket of Blades - 5' steps provoke AoO
o Diamond Mind
+ Insightful Strike - Conc Check determines damage
+ Mind over Body - Conc Check in place of Fort save
+ Pearl of Black Doubt - Gain +2 AC each time foe misses
o Iron Heart
+ Absolute Steel Stance - +10' speed, +2 AC while moving.
+ Exorcism of Steel - Strike opponents weapon, it deals -4 dam
+ Iron Heart Surge - Remove negative effect, gain +2 attack
o Setting Sun
+ Devastating Throw - Throw foe
+ Feigned Opening - Provoke attack, then counter
+ Giant Killing Style - +2 Atk/+4 damage vs larger foes
o Shadow Hand
+ Assassin's Stance - +2d6 Sneak
+ Dance of the Spider - Spider Climb
+ Shadow Garrote - RTA 5d6
+ Strength Draining Strike - 4 points Str damage
o Stone Dragon
+ Bonecrusher - +4d6 damage, +10 to confirm crit
+ Crushing Weight of the Mountain - Constrict for 2d6 + 1/2 Str when grappling
+ Roots of the Mountain - +10 bonus vs bull rush, trip, DR 2/-
+ Stone Dragon Fury +4d6 vs objects/constructs
o Tiger Claw
+ Flesh Ripper - Foe has -4 AC/Atk
+ Leaping Dragon Stance - +10 Jump checks, always running
+ Soaring Raptor Strike - Attack from above, +4 Atk, +6d6 damage
+ Wolverine Stance - use any weapon while grappled
o White Raven
+ Lion's Roar - defeat enemy, allies deal +5 dam
+ Tactics of the Wolf - You and allies deal +1/2 levels dam vs flanked enemies
+ White Raven Tactics - Ally's Init changes, he can act again
* [size=16]Level 4[/size]
o Desert Wind
+ Firesnake - Fire that twists and turns
+ Searing Blade - +2d6 + level fire
+ Searing Charge - Fly while charging, +5d6 fire
o Devoted Spirit
+ Divine Surge - Deal +8d8
+ Entangling Blade - Deal +2d6, target has -20' speed
o Diamond Mind
+ Bounding Assault - Double Move and attack
+ Mind Strike - 1d4 Wis dam
+ Ruby Nightmare Blade - double damage with Conc check
o Iron Heart
+ Lightning Recovery - Reroll a missed attack with +2 bonus
+ Mithral Tornado - Make attacks against adjacent foe, each with +2
o Setting Sun
+ Comet Throw - Throw foe
+ Strike of the Broken Shield - +4d6, make target flatfooted
o Shadow Hand
+ Hand of Death - Paralyze for 1d3 rounds
+ Obscuring Shadow Veil - +5d6 and target has 50% miss chance for one round
o Stone Dragon
+ Bonesplitting Strike - 2 Con damage
+ Boulder Roll - +4 on overrun
+ Overwhelming Mountain Strike - +2d6 damage, target loses move action
o Tiger Claw
+ Death from Above - Leap into air, deal +4d6
+ Fountain of Blood - Defeat foe, cause fear in enemies
o White Raven
+ Covering Strike - every foe you strike can't take AoOs for 3 rounds
+ White Raven Strike - +4d6, target flatfooted
* [size=16]Level 5[/size]
o Desert Wind
+ Dragon's Flame - Cone deals 6d6 fire
+ Leaping Flame - Teleport next to foe attacking you
+ Lingering Inferno - +2d6 fire, and 2d6 fire for 3 more rounds
o Devoted Spirit
+ Daunting Strike - Target becomes shaken
+ Doom Charge - extra damage vs good, DR 10/-
+ Law Bearer - +4d6, +8 Atk against Chaotic, +5 Saves/AC
+ Radiant Charge - +6d6 vs Evil, DR 10/-
+ Tide of Chaos - Charge deals extra damage vs law, grants conceal
o Diamond Mind
+ Disrupting Blow - Foe cannot act for 1 round
+ Hearing the Air - Blindsense 30', +5 listen
+ Rapid Counter - Strike foe provokes attack from you
o Iron Heart
+ Dancing Blade Form - +5 reach
+ Dazing Strike - Daze opponent
+ Iron Heart Focus - Reroll 1 save
o Setting Sun
+ Mirrored Pursuit - Match opponent's move
+ Shifting Defense - 5' step with each miss against you
+ Soaring Throw - Throw enemy
+ Stalking Shadow - Move into foe's space as he tries to retreat
o Shadow Hand
+ Bloodletting Strike - 4 Con dam
+ Shadow Stride - Teleport 50' as Move Action
+ Step of the Dancing Moth - Ignore terrain, walk on water
o Stone Dragon
+ Elder Mountain Hammer - +6d6, ignore DR
+ Giant's Stance - Size Category +1
+ Mountain Avalanche - Trample foes.
o Tiger Claw
+ Dancing Mongoose - 1 extra attack per weapon
+ Pouncing Charge - Gain pounce on charge attack
o White Raven
+ Flanking Maneuver - Hit flanked foe, allies gain extra attack vs foe
+ Press the Advantage - +5 feet on 5' step, move in difficult terrain
* [size=16]Level 6[/size]
o Desert Wind
+ Desert Tempest - Attack as you move
+ Fiery Assault - Melee Attacks deal +1d6 Fire
+ Ring of Fire - Surround foes with fire
o Devoted Spirit
+ Aura of Chaos - Reroll and add max dice
+ Aura of Perfect Order - Treat d20 as 11
+ Aura of Triumph - You and allies heal 4 points per attack against evil
+ Aura of Tyranny - Drain HP from allies
+ Rallying Strike - heals +3d6 + level in 30' burst.
o Diamond Mind
+ Greater Insightful Strike - Use Double Conc Check to determine damage
+ Moment of Alacrity - Gain +20 Init
o Iron Heart
+ Iron Heart Endurance - Heal hp 2 * level
+ Manticore Parry - Deflect attack, redirect at foe
o Setting Sun
+ Ballista Throw - Throw foe 60' line, deal 6d6 to all in area
+ Scorpion Parry - Parry attack into second opponent
o Shadow Hand
+ Ghost Blade - Target flatfooted
+ Shadow Noose - RTA 8d6 dam, chance of Stun
+ Stalker in the Night - Move and Attack while hidden
o Stone Dragon
+ Crushing Vise - +4d6 dam, immobilize creature
+ Iron Bones - Gain DR 10/Adam
+ Irresistable Mountain Strike - +4d6, target loses Standard Action
o Tiger Claw
+ Rabid Bear Strike - +4 Attack, +10d6, -4 AC
+ Wolf Climbs the Mountain - Enter square of larger foe, +5d6, gain Conceal from foe
o White Raven
+ Order Forged from Chaos - Allies move their speed during your turn
+ War Leader's Charge - No AoO while charging, +35 dam
* [size=16]Level 7[/size]
o Desert Wind
+ Inferno Blade - +3d6 + Level fire damage
+ Salamander Charge - Charge and leave wall of fire
o Devoted Spirit
+ Castigating Strike - Deal +8d6, Area Burst
+ Shield Counter - Shield bash blocks foe attack
o Diamond Mind
+ Avalanche of Blades - Each attack that hits, make another at an increased pen.
+ Quicksilver Motion - Use swift Action for move action
o Iron Heart
+ Finishing Move - Extra damage vs weakened foe
+ Scything Blade - Strike one foe, free attack against another
o Setting Sun
+ Hydra Slaying Strike - Foe unable to use full attack action
o Shadow Hand
+ Death in the Dark - +15d6 to surprised target
+ Shadow Blink - Teleport 50' as swift action
o Stone Dragon
+ Ancient Mountain Hammer - +12d6, ignore DR
+ Colossus Strike - +6d6, foe knocked backwards
o Tiger Claw
+ Hamstring Attack - 1d8 Dex dam, -10' speed
+ Prey on the Weak - AoO for each foe that dies
+ Swooping Dragon Strike - Jump over foe, deal +10d6, Stun
o White Raven
+ Clarion Call - If you drop a foe, allies get free attack or move action
+ Swarming Assault - Allies make a free attack against foe you strike
* [size=16]Level 8[/size]
o Desert Wind
+ Rising Phoenix - Hover on column of air
+ Wyrm's Flame - Cone 10d6 fire
o Devoted Spirit
+ Greater Divine Surge - +6d8, also gain +1 attack/+2d8 damage per point of Con damage you take
+ Immortal Fortitude - Cannot die from HP damage
o Diamond Mind
+ Diamond Defense - Save bonus equal to level
+ Diamond Nightmare Blade - 4x damage with Conc Check
+ Stance of Alacrity - +1 Attack per round
o Iron Heart
+ Adamantine Hurricane - 2 attack vs each adjacent foe, +4 Atk on each
+ Lightning Throw - Use melee attack as a line attack
+ Supreme Blade Parry - Gain DR 5/-
o Setting Sun
+ Fool's Strike - Redirect foe's attack
+ Ghostly Defense -- Foe's hit target of your choice while you have conceal
o Shadow Hand
+ Balance on the Sky - Walk on air
+ Enervating Shadow Strike - 1d4 negative levels
+ One with Shadow - Incorporeal, 1 round
o Stone Dragon
+ Adamantine Bones - DR 20/Adam
+ Earthstrike Quake - Knock enemies prone
+ Strength of Stone - Immune to Crits
o Tiger Claw
+ Girallon Windmill Flesh Rip - Gain ability to Rend foe
+ Raging Mongoose - 2 extra attacks with each weapon
+ Wolf Pack Tactics - Free 5' step with each attack
o White Raven
+ Swarm Tactics - Allies gain +5 Attack vs adjacent foes
+ White Raven Hammer - +6d6, Stun
* [size=16]Level 9[/size]
o Desert Wind
+ Inferno Blast - Burst, 100 fire damage
o Devoted Spirit
+ Strike of Righteous Vitality - Heal self
o Diamond Mind
+ Time Stands Still - Full attack action twice
o Iron Heart
+ Strike of Perfect Clarity - +100 damage
o Setting Sun
+ Tornado Throw - Move and throw repeatedly
o Shadow Hand
+ Five-Shadow Creeping Ice Enervation Strike - Cause HP, ability, other damage/effects
o Stone Dragon
+ Mountain Tombstone Strike - 2d6 con damage
o Tiger Claw
+ Feral Death Blow - Leap on foe, slay foe
o White Raven
+ War Master's Charge - You and allies charge, deal extra damage, stun, no AoO