Well yes and no: the Shield Block is a maneuver so I don't always have it available, but Iron Guard's Glare is a stance, so I can have it up all the time. I almost always have it running, since my other stance gives +2 to Will Saves and +4 versus fear to my allies (we're running in an almost all undead game, so fear has been pretty common, and I expect vampiric charm to be coming soon).Nail said:Facinating! ...but doesn't the "randomness" of the crusader's maneuvers get in the way?
The basic idea is right, but you have some of the math wrong. None of these abilities prevents death, they just delay it for a few more rounds. In a low level game (we're only 3rd level, knocking on the door to 4th) those two or three extra rounds really matter. Basically, if the Crusader and his party don't kill the ogre by about round 3, the combat is likely to be going south.epochrpg said:The solution is simple-- the DM has to out damage your stone power and steely resolve. All it takes is more than 10 damage a round to do this.
From what I understand, stone power lasts until the begining of your next turn, and steely resolve lasts till the end of your current turn, yes?
Krafen said:Also, keep in mind Crusaders cannot spend a round to recover manuevers. Their maneuvers recover automatically, although with a random element.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.