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?
So from what I understand this is how it works, using a 2nd level crusader with 20hp:
Initiative order:
Ogre
Crusader
Cleric
Orcs
Ogre crushes the crusader for 12 damage, 5 of which go into his delayed damage pool, 7 of which comes off his HP.
On his turn, the Crusader activates Stone Power, gaining 4 temporary HP, but taking -2 to hit, raising him back up to 17 hp. The crusader attacks and hits because of the +1 furious counterstrike just countered some of his -2 from Stone Power). At the end of his turn, the crusader takes the 5 damage from his pool, lowering his hp to 12.
The Cleric Heals the crusader, curing 7HP, bringing him up to 19 hp.
Orcs attack the crusader, doing 8 damage to him, lowering him to 4hp.
Round 2
Ogre attacks the crusader and hits for 9 damage, 5 going to his delayed damage pool, lowering him to 0HP.
Crusader spends his action to recover a maneuver, and thanks to a feat, gains 6hp, raising him to 6.
Cleric heals the crusader 7hp, rasing him to 13.
Orcs attack the crusader again for 8 damage, crusader down to 5 hp.
Round 3
Ogre hits crusader for 10 damage, taking him to -5.
Crusader rolls to stabalize and fails, lowering to -6.
Cleric heals crusader for 7, bringing him up to 1hp.
Orcs attack cleric for 8 dmg.
Round 3
Ogre hits crusader for 12 dmg, killing him.
Cleric tactically withdraws
Orcs charge after, doing 8 dmg
etc.
Essentially, the DMs problem is either he isn't hitting you, or not hitting you hard enough. As I see it, that feat only slows down death--- it does not prevent it, unless you have 1 opponent only hitting you for less damage than the stone power gives you per round.