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View Full Version : Rules Q&A Crusader Stances/Maneuvers



Goaty14
2017-07-07, 09:08 PM
I'm confused as to how crusaders get maneuvers, and how they scale, like how a crusader knows which spells maneuvers he can cast use, and when he gets to switch them out for better ones.

On a side note; how does a crusader's Steely Resolve heal him, and how does it scale with the damage he receives?

darkdragoon
2017-07-08, 12:55 AM
There's an issue with their stance progression, but otherwise it works the same as the other initiators. Number of maneuvers is based on your IL and you get to trade out at level 4 and every even level after that.

Steely Resolve is not a heal, it delays damage until your next turn. Compare to Delaying Shield in M:TG or the Stagger mechanic in WoW. It's a decent buffer and it also makes you hit harder due to Furious Counterstrike.

Gruftzwerg
2017-07-08, 01:00 AM
I'm confused as to how crusaders get maneuvers, and how they scale, like how a crusader knows which spells maneuvers he can cast use, and when he gets to switch them out for better ones.

On a side note; how does a crusader's Steely Resolve heal him, and how does it scale with the damage he receives?

Steely Resolve:
Read the ability text. At the end, the maximum dmg that Steely Resolve can store is mentioned (@lvl1 = 5, @lvl4 = 10...). Than you can look up in the Table how much bonus you get for the dmg on your Steely Resolve stack.
When you get healed, you choose how to split (if at all) the heal between your regular dmg and your Steely Resolve dmg.

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what do u mean with getting maneuver?
new known maneuver?
exchanging known maneuvers?
other maneuvers readying for an encounter?
or how you draw em in an encounter?

pls specify the question, cause otherwise I would need to repeat the entire class mechanics here..^^

Telonius
2017-07-08, 01:05 AM
Most of that is covered on pages 9 and 10 of Tome of Battle. Crusaders start out with five maneuvers known, and gain one maneuver every odd level. You pick them from the available schools (Devoted Spirit, Stone Dragon, and White Raven), and are limited in what level of maneuver you can get, by what Initiator Level you are. At level 4 and every even level after that, you can swap out one maneuver known for another one you qualify for. You also get stances at various level-ups; that's all listed on the class table on page 10.

As for which maneuvers you can use at a given time, Crusaders are a bit weird for that. You pick out a number of maneuvers to ready; how many you can ready is given on the class table, and based on level; it's the number not in parentheses. At the start of each encounter, you get a number of maneuvers immediately available for use; that's the number in parentheses. Those maneuvers are selected randomly from the maneuvers you have ready. Each round, you get an additional randomly-selected maneuver from your readied maneuvers.

Steely Resolve does not actually heal you. It allows you to put damage you take into a "delayed damage pool." You can use that delayed damage pool to fuel your attacks through Furious Counterstrike. How much damage you can put in the delayed damage pool is listed on the class table ("Steely Resolve X"). After your turn is over, the damage from the pool takes effect, but there are a number of Devoted Spirit strikes that can heal you if they hit.