2 Crusaders/ Iron Guards Glare [Archive] - Wizards Community

Post/Author/DateTimePost
X0_Lt_0X

04-27-08, 06:57 PM
If their were two Crusaders in a party, and both were in the Iron Guards Glare stance, would the effects of the stance stack or overlap?
Metafictional

04-27-08, 09:43 PM
I can't find it now, but somewhere it says in the ToB that bonuses from maneuvers don't stack.
runestar

04-27-08, 10:12 PM
As a penalty, they overlap. It should be covered in the FAQ somewhere.

Though the advantage is that no matter who the foe attacks, he will be getting the -4 to-hit penalty.
X0_Lt_0X

04-28-08, 01:29 AM
Okay, thats what I thought.

Thank you =3
risner

04-28-08, 11:36 AM
If their were two Crusaders in a party, and both were in the Iron Guards Glare stance, would the effects of the stance stack or overlap?

Since they are both the same source (the ability), the would overlap.
Egres

04-28-08, 12:46 PM
From the 3.5 FAQ:

If a single opponent is affected by multiple iron guard
glare stances (Tome of Battle, page 59), what happens?
Play it just like it’s written, remembering that the penalties
won’t stack (since they’re all from the same effect). An ogre
threatened by two different characters both in the iron guard’s
glare stance would take a –4 penalty to attack any ally of either
character. Assuming the two threatening characters are allies of
each other, the ogre can’t avoid taking a –4 penalty on his
attack roll no matter whom he swings at (unless he moves to a
place where one or the other no longer threatens him).
ravenshrike

04-28-08, 09:25 PM
That's.... evil. Right, my crusader's definitely taking Leadership at 6th level.
Egres

04-29-08, 02:41 AM
That's.... evil. Right, my crusader's definitely taking Leadership at 6th level.

In order to....?
ravenshrike

04-29-08, 01:50 PM
Get a crusader cohort. Free -4 penalty on all enemy attacks. As well as the healing abilities and tankage. Toss it on the most dangerous non-magiky opponent and kill everything else first.
risner

04-29-08, 03:20 PM
Get a crusader cohort. Free -4 penalty on all enemy attacks. As well as the healing abilities and tankage. Toss it on the most dangerous non-magiky opponent and kill everything else first.

Or just be a prepared cast of good alignment with restoration (like the MIC 3500 gp item) and cast Santified Armour for +8 AC and -4 to melee attacks all day?