Maneuvers and Stances
This section is dedicated to a recommended Maneuver+Stances list. In addition, I shall annotate each maneuver with a recommended exchange. In other words, I show you which maneuvers are worth keeping, and which ones you should take and swap out later.
1st Level
[spoiler]A note about 1st level maneuvers: Crusaders have NO variety here. You have 5 maneuvers to learn, and only 6 options. It's going to be the same every single time too.
Crusader's Strike: A required choice for a 1st level character.
*Exchange for Revitalizing Strike at 6th level.Vanguard Strike: It's really just a toss-up between this and Leading the Attack.
Charging Minotaur: Small damage strikes like this can end CR1 encounters.
*Exchange for Mountain Hammer at 4th level.
Stones Bones: Meh. If there were more choices, I'd be 50/50 on this. It can help against mooks, but it really doesn't last that long, and it isn't reliable.
*Exchange for Elder Mountain Hammer at 10th level.Douse the Flames: If you have highly mobile allies, or casters who like using Touch spells, this is a decent option.
*Exchange for White Raven Tactics at 6th or 8th level.Leading the Attack: As I said above, it's a toss up between this and Vanguard Strike. If your party is melee-heavy, you may want to choose both this and Vanguard Strike (replacing Stone Bones or Charging Minotaur). If you plan on focusing on White Raven, select this over Vanguard Strike.
*Exchange for White Raven Tactics at 6th or 8th level.Stances
Iron Guard's Glare: If you are playing up this style, go ahead. But Martial Spirit is likely going to be the only stance you use at these levels.
Martial Spirit: 2HP/Attack you make, to any ally in 30ft. Hard to beat this at this level.
Stonefoot Stance: Pass on this.
Bolstering Voice: Not really worth it unless the whole party has low Will saves.
Leading the Charge: For Shock Trooper builds.[/spoiler]
2nd Level
[spoiler]
Foehammer: The strange thing about Crusaders is that redundancy is a good thing. This maneuver is almost identical to the Mountain Hammer, so it is worth considering.
*Exchange for Rallying Strike at 12th level, or Castigating Strike at 14th if focusing on Devoted Spirit.Shield Block: If you are using a Shield at all, this is a decent maneuver for you. JaronK did a rather solid Captain America build using Crusader as a base. You'll be keeping this one if you do.
Mountain Hammer: The Fighter's Lockpick.
*Exchange for Irresistible Mountain Strike at 12th if focusing on Stone Dragon.Stone Vise: Don't bother.
Battle Leader's Charge: Not bad. Consider it if you are focusing on White Raven.
*Exchange for War Leader's Charge at 12th level if focusing on White Raven.Tactical Strike: Remember that redundancy thing I mentioned? Here's another example. It doesn't overcome DR though.
*Exchange for White Raven Strike at 8th level if focusing on White Raven.[/spoiler]
3rd Level
[spoiler]
Defensive Rebuke: One of those times where Whirlwind Attack is decent (but just use Mithral Tornado, if you can get your hands on it). This is a great maneuver for Crusaders, as it lets you draw fire towards yourself while punishing those who don't focus on you. Against singular enemies, you can force their hand while you use a Strike to lay on the hurt. The best part is it applies to any melee attack, including their AoOs. Keep this one if you are focusing on Devoted Spirit.
Revitalizing Strike: A natural upgrade. The average healing it does when you get it is about 17 points, which is really good for something that can be used so often. It tappers out quickly though.
*Exchange for Rallying Strike at 14th.Bone Crusher: Stone Dragon is really good about keeping up with your ECL in damage. Unless you are very crit-focused, the second half isn't that important to you.
Stone Dragon's Fury: One of the few maneuvers that can be used with a combat option. But don't bother, it's weaker than Bone Crusher (doesn't matter against Constructs).
Lion's Roar: Not that good. While it affects any damage they deal, it only adds 5 points and doesn't scale. It's possible that it applies to Ability Damage they deal though, so it does have a possible redeeming quality. Still, the requirements are too steep for it to be useful.
White Raven Tactics: If you don't have this, you are either soloing the enemy or it's expended. If you don't fall into one of those two, you are an idiot. Never trade it. EVER.
Stances
Thicket of Blades: A huge benefit for a Lockdown Crusader. Really, this is the best stance for you at this level.
Crushing Weight of the Mountain: Not as good as Thicket of Blades, but Constrict is really damn good (especially for 2d6+1.5*Str). It's very easy to force a grapple check once you have them, so this is a decent stance if you are focusing on that kind of fighting.
Roots of the Mountain: The DR it provides is tiny, but the stance itself is OK. If you aren't focusing on Grappling or Lockdown, this stance can provide a lot of HP.
Tactics of the Wolf: Got a Druid, Rogue, and Cleric, all of whom love being in melee? This is your new stance. Very easy to get the requirements going, and it makes the rest of the party better, so it gets teamwork bonuses.[/spoiler]
4th Level
[spoiler]
Divine Surge: And here I thought Stone Dragon was the damage dealer. +8d8 is nothing to sneeze at, and even if the DM switches the damage on this and the Greater version, it's still good.
Entangling Blade: This is a preclude to a stronger maneuver, but not one of the same school. It's good if you need to cover a retreat, but very low damage hurts it.
Bonesplitting StrikeBoulder Roll: No one really uses Overrun.
Overwhelming Mountain Strike: Really low damage, and it doesn't stop a Full Attack. Why you wouldn't just use Standstill+Thicket of Blades is beyond me. This loses out to Entangling Blade IMO, largely due to the No Save part.
Covering Strike: Another version of Defensive Rebuke, but one that lasts longer. Great against things like Hydras.
White Raven Strike: Fairly useful, especially for the party's Rogue.[/spoiler]
5th Level*
[spoiler]
Daunting Strike: Fear effects stack, but this has a really short duration. Still, it can fuck something up if you can panic them for one round.
Doom Charge: DR 10/- and a high damage output. The problem? Requires them to be Good-aligned. Not exactly that useful, considering how many things are actually Good-aligned in the MMs.
Law Bearer: That problem Doom Charge has? This doesn't exactly share it. Chaotic enemies are more common (most MMs have a handful, and all Demons are automatically Chaotic by subtype). If you are planning a trip to the Abyss any time after 7th level, consider this strike.
Radiant Strike: This is effective against 70% of the Monster Manual, so you've got no worries here.
Tide of Chaos: Same problem as Doom Charge, but the concealment is nice.
Elder Mountain Hammer: it's weaker than Divine Surge, but this is still a good Strike.
*Exchange for Tombstone Mountain Strike at 18th.Mountain Avalanche: Really weak strike. Stick with Elder Mountain Hammer.
Flanking Maneuver: Free attacks are welcomed by all. Only take this if you have a cohort or a lot of allies.
Stances
Devoted Spirit: Doesn't actually have a stance at this level. Really weird.
Giant's Stance: This stacks with Powerful Build, but it's not worth the Stance Known.
Press the Advantage: 10ft steps every turn, and difficult terrain doesn't slow you down that much. Really good, best stance at this level.[/spoiler]
6th Level*
[spoiler]
Rallying Strike: All allies within 30ft, including yourself. Keep this one, you'll need it.
Crushing Vise: Beats Entangling Blade and Overwhelming Mountain Strike any day.
Iron Bones: Moderate DR at this level, and very few creatures are built with the ability to overcome Adamantine DR. Not as effective in PvP though. Works best against hordes.
Irresistible Mountain Strike: And this is hands-down one of the most annoying strikes there is. They lose the option to full attack, and can't use normal attacks. Really effing good.
Orders Forged from Chaos: One of two maneuvers that can be used as a Move action, and a decent one at that. Consider it.
War Leader's Charge: +35 damage is the average of 10d6, so this is level-appropriate for a Strike. Decent way to open up a round, but it really depends on the Crusader's Granted Maneuvers.
Stances
One screwed up point about Crusaders is that they get stance options at both maneuvers level 5th and 6th. You can't delay your stances either, and your progression is screwed up at 14th level. You end up being forced to pick one of these at 14th, and cannot learn an 8th level stance without spending a feat. Regardless, these stances are very good for a Crusader.
Aura of Chaos: Exploits aside, this is a really good stance for any martial adept. Seriously, it's a death-engine.
Aura of Perfect Aura: Also a really good stance. If you can get your bonuses high enough, you can forgo rolling the attack roll on your strikes.
Aura of Triumph: You AND one ally, 4HP, every attack. If your best friend is Jack B. Quick, this stance can make the two of you nigh unkillable with HP damage.
Aura of Tyranny: Works best with a lot of allies, but it's also a decent idea for a tank to leech HP. If you are doing your job right, they usually will have the HP to spare for you.[/spoiler]
7th Level*
[spoiler]
Castigating Strike: The only AoE strike that isn't in Desert Wind or Stone Dragon. 8d6 isn't too much, but if the AoE applies to the creature you struck as well, then this maneuver is up to par for a 7th level strike. If they are affected by the AoE, this is blue.
Shield Counter: Cancel any attack they make. Perfect for a tank, even if you have to use a buckler.
Ancient Mountain Hammer: 12d6 is a average of 42, so this strike is now the answer to any enemy you meet. Keep it.
Colossus Strike: Not that good by comparison, but it does have a use (moving the enemy into position for a swarm).
Clarion Call: VASTLY superior to the previous version.
Swarming Assault: This is a good follow up to Colossus Strike, provided you pushed them into your allies.[/spoiler]
8th Level*
[spoiler]
Greater Divine SurgeAdamantine Bones: Oh why couldn't this be the stance? DR 20 is a life-saver for you.
Earthstrike Quake: It's pretty good- basically a mass-trip attempt that hurts things.
White Raven HammerStances
Stance of Immortal Fortitude: They aren't kidding! Pump your Fort save, then never care about your HP again! Do NOT combine this with Greater Divine Surge.
Strength of Stone: Fortification is cheaper than your 8th level Stance.
Swarm Tactics: Not as useful as Stance of Immortal Fortitude.[/spoiler]
9th Level
[spoiler]
Strike of Righteous Vitality: 150HP, cures all ability damage, and removes a dozen or so status effects from the target. No extra damage needed here, it's the best Devoted Spirit has to offer.
Tombstone Mountain Strike: Incorrectly listed as Mountain Tombstone Strike on the chart. This is a potential encounter-ender here.
War Master's Charge: Step 1: Win Init. Step 2: CHARGE! Step 3:
Step 4: Profit.[/spoiler]
*: Maneuvers of these levels are likely worth keeping until 20th. You really are running out of levels to swap them out anyway, and these tend to be solid options even when you hit 20th. 9th level maneuvers, for obvious reasons, should not be exchanged.
Maneuver Exchange Breakdown
One of the most difficult parts about building any Martial Adept is knowing what maneuvers to trade out. I outlined a few above, but here's a quick recap.
- 04th Level: Exchange Charging Minotaur for Mountain Hammer.
- 06th Level: Exchange Crusader's Strike for Revitalizing Strike, or exchange either Douse the Flames or Leading the Attack for White Raven Tactics.
- 08th Level: Exchange either Leading the Attack or Douse the Flames for White Raven Tactics, or exchange Tactical Strike for White Raven Strike if you are focusing on White Raven.
- 10th Level: Exchange either Stone Bones or Bone Crusher for Elder Mountain Hammer.
- 12th Level: Exchange Foehammer, Mountain Hammer, or Tactical Strike for Rallying Strike, Irresistible Mountain Strike, or War Leader's Charge, respectively.
- 14th Level: Exchange either Foehammer or Revitalizing Strike for Rallying Strike.
- 16th Level: Exchange Tactical Strike for any maneuver of your choice. If you all ready traded it up, then exchange out Stone Bones for Adamantine Bones.
- 18th Level: Exchange Elder Mountain Hammer for Tombstone Mountain Strike.
Bear in mind that you can't exchange maneuvers when multiclassing into non-Martial Adept classes, and cannot exchange any maneuvers when prestige classing.