Oh hey, I'm actually back to write one of my own takes on a book. It's been a good while indeed, so I figured I might as well start off with one of the best books in 3.5:
Tome of Battle:
Tome of Battle, often called the Book of Weeaboo Fightin' Magic, is one of the last books ever written in 3.5, alongside such other wonders as Tome of Magic and something something Incarnum. This book has a bit of a bad reputation for some reason; I think it's because too many people think that martials can't have nice things. It might also be because since it was so late in 3.5's lifetime, it wasn't out in too many stores.
But you'll now see why my gaming group loves the shit out of this book, even with it's one big wart:
Crusader

The first new base class that the Book of Weeb Fightin’ Magic gives you is the Crusader, which thematically is the bastard spawn of a Knight and a Paladin. They are religious warriors that are bound by their faith and seek to smite evil (or good). Kind of like the Paladin, they get powers from their deity, but unlike the Paladin, they get fighting techniques instead. These fighting techniques mainly give neat bonuses, allow you to counter attacks, and just pile more damage or change things up depending on which of the Schools you get. Crusaders get for example, the Stone Dragon (mainly a mix of damage dice, bypassing armor, and buffs), White Raven (bardish like support abilities for other martials), and Devoted Spirit (pseudo-paladin like abilities that focuses on alignment). I should also explain how maneuvers work.
They’re kind of like spells, in that you can use a higher level one every other level, and only classes in this book get the full monty. But don’t worry friends, if you want to use a maneuver without being any of these guys, you just take the martial study feat this book gives you, and you still get half of your non-ToB levels to calculate your initiator level. So even Barbarians or Fighters (why) would allow you to use up to 5th level maneuvers. Anyway, let’s get back to explaining how the Crusader uses their maneuvers, since they’re unique compared to the other two.
Now how this works is at first similar to the Cleric or Paladin, in that you pray for a bit and get to pick out your abilities. During the fight, when you use them up, you lose them like spells. You also can only use a few of your readied maneuvers at a time, and have to then go on from there with your other readied maneuvers. As you fight on and you run out of the maneuvers you can use, you either die roll or pull cards to determine which maneuvers you get back for the fight. If that sounds confusing, don’t worry, it is.
Okay, enough with explaining how you can get your Hijutsu, let’s get into the class’s structure. You get a good d10 HP die, 4+int skills per level, can use all armors, use simple and martial weapons, and you get full attack, good things since you’re a martial. You only have good Fort saves, but that’s not the end of the world since your CHA score (which should be at least a positive number for Crusaders), is added to Will saves like paladins. I will have to note though that out of the three base classes, the Crusader due to for some reason getting their fourth stance (basically a passive bonus or ability) early, means they are locked out of using the maximum level stance. Despite being the only one of the ToB classes to naturally get Devoted Spirit, but they can’t legally get the stance without the Martial Stance feat.
So anyways, abilities. They get a pretty neat two-punch set up of Steely Resolve and Furious Counterstrike. The first ability allows you to hold off some of the damage you gain until the next turn, putting 5 damage into the pain bank until it’s healed or your next turn ends. Furious Counterstrike uses the Pain bank points to improve your to-hit and damage by +1 per five points. Since you get Steely Resolve six times (Every 4 levels), that means you get +6 to hit and damage for each attack. This makes them a good aggro tank that inflicts damage.
At second level, you gain your CHA bonus to Will saves like I mentioned earlier, which is nice indeed since that can bolster the bad save you have there. At third level, you gain the ability to once a day reroll a save roll, which definitely can help with save or suck or mind control spells. By 6th level, you gain an omni smite that doesn’t give a shit about alignment at all that uses CHA to determine to-hit and uses Crusader level for extra damage. You at the end of this journey gain two of the things too.
After a bit of dead levelry, you get Die Hard as a free feat, which is always useful to have since moving while in the negatives is nice. Lastly, you gain the very useful mettle at level 13, the fort/will save version of evasion. It sadly gets a mediocre (compared to the other two base classes) capstone, but a +1 to hit and damage when damaged is still okay at least. It’s better than Rogue.
While it is a bit more annoying to deal with and a bit jankier than the other two classes, Crusaders are a great way to play a fighter who can kind of hang with wizards given they can shrug off more effectively the save or suck spells than others. Their maneuvers also complement this and bolster other martials as well, meaning it’s a great frontliner that helps the other martials keep up. Lastly omni-smite is omni-smite.
Rating:
Good
Swordsage

Swordsages are nicknamed Blade Wizards, and there’s a reason for that. They have access to the largest pool of maneuvers out of the three base classes that the Tome of Battle introduces, and they have the most spell like abilities. The maneuvers they get are the already mentioned Stone Dragon. But they also get Desert Wind (quasi-blastcasting with fire and resisting fire), Diamond Mind (using concentration to bypass defenses or shrug off save or sucks), Setting Sun (mainly a mix of counters, tosses, and debuffs), Shadow Hand (stealth and stat damage), and Tiger Claw (a mix of two weapon fighting, jumping on the enemy, and losing AC to do more damage). Yeah, they get a lot of fancy abilities.
Because of that though, they’re noticeably frailer chassis wise; they have a Cleric style chassis, meaning they use d8 for HP, have average BaB, but swapped out good Fort for good Reflex saves. They also have 6+int skill points per level, meaning a better analogy would be they’re like a Bard design.
They start off with Quick to Act, an initiative boosting extraordinary ability that slowly improves throughout the class’ lifespan. It starts with a +1, and then goes up to +5 by the capstone level. You also begin with what’s called Discipline Focus, which is where you pick a particular school that is your focus. You start off with gaining free weapon focus feats for all weapons used by that discipline (so several free feats). You then get new discipline focuses that come in every 4 levels after that, which can allow you to put your WIS bonus into damage for up to two other schools, which alternate with a +2 on all saves when using a stance from up to two other schools. This, combined with some of Diamond Mind’s concentration checks replacing saves, means you can ignore a lot of save or sucks.
At 7th level, you then get the ability to just stare at a weapon to identify its powers, which is neat since you now have a free identify. Sure, it takes longer than the mage’s spells, but it’s free and repeatable. At 9th level, the Swordsage gets evasion, and then they get improved evasion at level 17. Not as good as Mettle obviously, but it’s still pretty nice they can ignore the half damage from save or suck spells. Their last ability is pretty damn good; Dual Boost allows you to essentially use two special techniques with the Boost type at the same time three times a day.
All in all, a very versatile and pretty effective martial that can pile on some supernatural spookery. Last but not least, you basically can just do the Monk’s job for them, since you can play an Unarmed variant that completely blows them out of the water.
Rating:
Amazing
Warblade

Oh hey, it’s the actual Fighter! Not joking; I’ve referenced more than once that the Warblade should be your go-to for Fighter, and now I’ll get into why. So they get Diamond Mind, Stone Dragon, Tiger Claw, and White Raven schools, which I’ve given a brief overview before. But they also get the Iron Heart School, which mainly is an odd mix of Devoted Spirit, Stone Dragon, and Tiger Claw in use, because of the variety of abilities they can pull from. This loadout makes them very effective on the offense. They are also the only base class out of the lot who can use ranged weapons, as they can also use thrown weapons.
So in terms of chassis, it has an amazing d12 HD, full BaB, 4+int per level, and only a good Fort save. So it’s pretty beefy. I will note that they do have the least amount of maneuvers known and readied, but that’s not too big of a deal, since they have some of the best schools out of the book.
At first level, you gain Battle Clarity, which allows you to apply your INT bonus to your reflex saves, so I’d suggest at least having some bonus there. They also get the magical ability to pretty much render a Fighter useless by having Weapon Aptitude, which allows them to pick their weapon and then basically ignore feat requirements for specialization feats for the measly cost of having them always count as two levels lower than a fighter who is taking said feats. It honestly balances out though, since you can use your normal feats more efficiently and some of the bonus feats you get are pretty solid.
I should probably also mention that you get Bonus Feats; you get four of them starting at 5th level, but the list you get is mediocre as a whole. Still, free feats. But that pales in comparison to Warblades getting Battle Ardor. What’s that do? Why it only allows you to add your INT bonus on confirming crits, meaning you’re more likely to crit. Also, let me tell you of the Tiger Claw school’s stance Blood in the Water, which can complement this. You see, Blood in the Water boosts damage and to-hit by one each time you crit. This add on to crit confirmation makes it more viable. This is why my disgusting crit-build uses War Blade and then mixes it with the Disciple of Dispater.
Anyways, you also get Uncanny Dodge and its improved variant, which compliments the schools and HP you will get as a Warblade and allows you to stand on your own and fight back.
The rest of the abilities you get mind you are similar to Battle Ardor, in that all of them use your INT bonus for neat stuff. For example, at 7th level, you can apply your INT bonus to damage. At 11th level, you apply it to oppose any attempts to trip, bull rush, sunder, and feint at you. Then at 15th level, you get Battle Mastery, which allows you to apply it to your to-hit and damage on attacks of opportunity.
The capstone for these guys are pretty hilarious; you have the nasty ability to stack on two stances at the same time. That means at any point you have two pretty good bonuses, buffs, or debuffs against enemies on you at all times.
Like I’ve said in this thread before: why would you ever play fighter when you can just play this guy instead?
Rating:
Amazing
Bloodclaw Master

So here’s a fun fact: this is pretty much the first time I ever looked at the PrCs for this book, since the base classes are so good I’ve never actually bothered to read on from there. Turns out most of the maneuver schools have a specialist, and it should be pretty obvious that this one is the Tiger Claw Specialist.
So the Bloodclaw Master’s described as channeling their inner beast into their strikes, and that classes that might want to go into it include the Swordsage, Warblade, Barbarian, or Rogues. The first two because they actually get the school, and the latter two because of a mix of fluff and mechanical reasons. I would disagree a bit for Barbarians, but that’s mainly because I think their fighting styles don’t mesh as well for it. The bar of entry isn’t too bad; you do need three Tiger Claw maneuvers, and a Jump skill of 9, as well as Multiattack or Two-Weapon Fighting.
I should state right now this is a two-weapon fighter PrC, and those are usually shit. But this one… well, this one ACTUALLY ISN’T. How did this happen you may ask? Well, let’s get into their chassis and abilities to find out!
The chassis is good, it’s a five level PrC with a d12 HD with a good fort and reflex save. It does only have average BaB, but you can get your full BaB just by getting a weapon focus feat for any of the average BaB classes you might get into it, and you’ll still have four attacks otherwise. Besides, the class does counter that with their abilities.
Besides giving you a few more Tiger Claw maneuvers and a stance (plus full initiator levels), it starts off by giving you shifting. This ability makes you look a wee bit like the older khajits from Arena and Daggerfall in exchange for a +2 strength boost that works similar to rage; it lasts for your CON modifier plus levels in this PrC per round. I do believe it does stack with rage too, so it’s a neat way to further bolster it. Besides this, you also gain natural weapons in the form of 1d4 damage dealing claws, but I’d imagine this is overshadowed by the ability to use your full strength bonus in your offhand weapon if it’s either a dagger or one of the tiger claw school’s weapons (so kukris, kamas, handaxes, unarmed, or claws).
2nd level is why I think this PrC makes two-weapon fighting good, since it fully removes the penalty you would get for fighting two handed with light weapons. It actually means you get free extra hits, no penalty. This level also allows you to stack either an extra point of AC or +10 more speed when you use a Tiger Claw stance too.
At 3rd level, you gain both low-light vision and the ability to burn a Tiger Claw (strike) attack to hit twice with your best BaB on a charge attack with Pouncing Strike. The next level further augments the stance by allowing you to get a +1 to hit as well, hence why the slight loss in BaB is negligible. The last two abilities you get are a free scent, and the ability to add another 2d6 damage if you hit with your off-hand weapon.
All in all, it’s one of the only good two-weapon fighting builds I can think of, since it’s one of the few that gets rid of the penalties to it.
Rating:
Good
Bloodstorm Blade

You ever wanted to have a less grating way to specialize in thrown weaponry, or did you just want to do stupid things like channel your inner Thor and throw your Warhammer to break someone’s face and get it back? Say hello to this class.
The Bloodstorm Blade is the Iron Heart specialist, and this is one of the reasons why I mentioned that Warblades are the only class that can use maneuvers on their thrown weapons. The fluff is mostly right, I would only recommend that Warblades enter this class, since this one doesn’t give you extra maneuvers and you mostly will spend your Iron Heart maneuvers to use it fully. I mean, if you want to do a Monk/Bloodstorm Blade like the fluff mentioned is possible, sure have fun sobbing. But stick to Warblade if you’re going for this. Plus, this way you can more easily get the Balance ranks needed (

for the class. You also need to get Point-Blank Shot for this one too.
Chassis wise, they get a d12 for health and have full BaB, which makes sense given they are an upgrade of sorts to the Warblade. So let’s move onto their absolutely hilarious abilities since that’s what we came here for. First level affirms it’s very much like Warblade, in that you get their weapon aptitude I mentioned earlier. But you also get the Throw Anything feat (meaning you huck stuff at a 10 ft increment for range) for free, as well as the ability to use an Iron Heart strike attack to instead yeet a dude with your main weapon at range and have it come right back. So already at first level, you can Mjolnir the fuck out of people. Want to throw your orcish double axe? Sure. Your urgrash? Why not. Your fucking hookhammer? Go for it says the Bloodstorm Blade.
2nd level is where things get even more insane. You not only gain the ability to hit people with your maneuvers (strikes only) with your thrown weapon, but you can now treat throwing your weapon as a melee attack. What’s that? Chuck your great sword and use that 1.5x STR modifier and Power Attack at the same time as you hit them with a special ability that bypasses damage resistance and adds another 2d6 damage? Yes. Yes, you can do that. The only limitations are you still have the range penalties for hitting into cover and melee, but still. The class takes a slight break to give you a free fighter’s feat before it veers into lunacy again.
The 4th level? This is where the fun begins. You can now get back your weapon as a free action, meaning now you can honest to god make full attacks from range by hurling your spiked doubleclubs into peoples’ faces. 5th level then augments it with Blood Wind Riccochet, meaning you can now hurl Mjolnir into a crowd and have it bounce up to four times into their stupid weeping faces (so long as you hit of course) until it comes back to you. You then get another slight break at 6th level with another fighter feat before the ride continues.
7th level allows you to change your Iron Heart stance into Eye of the Storm, which gives you +4 to AC against ranged attacks and a +2 on reflex saves, while also allowing you to cross counter people trying to make an Attack of Opportunity on you if you choose to Range Attack and they threaten you. So long as you have another weapon you can hit them back as a swift action even as you throw things into the fight. 8th level allows you to take Blood Rain as a stance instead, and while it’s nice to inflict 3 bleed damage a round per dude you hit (it doesn’t stack though), it’s not quite as nice as Eye of the Storm. Still useful though depending on the fight.
Before you get the capstone, the PrC gives you one more free fighter feat. This is because the capstone is fucking nuts and you need the break. You see, you get Blade Storm as an ability so long as you use of an Iron Heart strike. What this hideously powerful thing does is amazing; you can chuck your weapon and have it bounce around the entire field, using your best to-hit modifier to try and hit every enemy on the field at once. You can only hit each guy once with this attack, but you can try to hit every single person there.
If you ever need to specialize in thrown weapons, bring this motherfucker into the group; you’ll find them worth it every time.
Rating:
Amazing
Deepstone Sentinel

AWAKEN LADS! THIS is the true Dwarven Defender and what anyone who wants to play the defensive tank should pick whenever they play a Dwarf. I’ll admit upfront that this and the next class are race specific classes, which is a bit limiting, but I’m perfectly fine with it. The entry bar is a wee bit high, since you need a BaB of 10 and a Balance skill of 13. Why Balance? Because each school has a special skill attached to it, and Stone Dragon (naturally the school this specialist is tied to) is balance. It will actually make sense when I get into their abilities, but before that, let me get into the chassis.
The chassis is a bit weaker than the other PrCs so far, in that you only get a d10 HD and average BaB, but it’s still solidly in the good martial chassis bracket besides the BaB, which isn’t too much of an issue anyway since you usually enter this with a full BaB class anyway.
So the abilities you get, you start off by getting the Mountain Fortress Stance, which allows you to swap a Stone Dragon Stance to it. It works by making a small pillar of rock that you stand on casually and also cause enemies to have to make a balance check (DC 10) or be knocked prone since the squares around you also become difficult terrain due to being sloped like a moat. Stability or having multiple legs do give you a bonus to avoiding the knockdown, but they have to make those checks each time they move. This does the Dwarven Defender’s job just by giving you some terrain control already, since you affect about 15 feet around you, as opposed to just sitting there like a lump. Did I forget to mention you can also fucking five foot step and the pillar moves with you, and that said movement makes more difficult terrain too?
You also gain a spell-like ability version of Passwall at this point too, which has some decent situational uses too.
The 2nd level of Deepstone Sentinel gives you some extra usage of Mountain Fortress, as ending it when you reach this point in the PrC allows you to use Crashing Mountain Juggernaut, a charge attack that not only forces enemies near you to make a DC 15 balance check to not go prone, but also gives you another 2d6 damage on a successful charge attack. Notice how you can actually control movement with this class? It gets better by the way.
At 3rd level, you can also stack another Stone Dragon stance on your pillar, which is pretty nice, since while I don’t think Stone Dragon has the best stances, they do have some good situational value, especially when you can augment it with terrain control. It is however with the 4th level that you will see why I advocate Deepstone Sentinel if you REALLY want to play defensive tank, since this is where you get two really good abilities.
The first is Stone Curse, which allows you to on a successful hit, to force the enemy you hit to make a will save (DC 10+1/2 your level+STR) or be completely paralyzed (barring flying) until the next round. This allows you to kind of do what one of the Monk’s jobs in 5e is, which is stunlocking. You also get the truly nice ability to summon more pillars up to 60 feet away, which can be either 5 to 10 feet. These pillars force enemies you hit them with to make reflex saves (DC 10+1/2 your level+STR) or get knocked prone. Then you TRULY
AWAKEN at 5th level.
For you see, at 5th level, you can
AWAKEN the Stone Dragon. This ability allows you to once per fight as a swift action induce a 60 ft area earthquake around you that ignores your allies. Enemies stuck in this murderzone must make a reflex save (DC 10+1/2 your level+STR) or take 12d6 damage AND get knocked prone. Even saving against that means you take half damage, and stability does shit all for either effect.
If you want to control a battlefield and not be a Druid or Ranger, this guy is your-go to… just keep in mind you need to be mostly on earth and rock too.
Rating:
Amazing