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A stance is a specific ongoing action that you can perform. Each stance has a specific action that begins it - often a move action or immediate action. Some stances specify that they must be maintained by expending some kind of action during your turn, while other stances may be maintained indefinitely without effort until you choose to end them.

Several actions can end a stance. If you are knocked prone, you immediately end whatever stance you were in and enter the prone stance instead. Likewise, if you take more damage from an attack or effect than your reserve value, you must immediately make an Endurance check to maintain concentration on the stance. If you fail, or if you cannot make the Endurance check because you cannot take free actions, you break the stance as you take the damage.

There are a few basic movement stances that all characters can take:


SwimEdit

(at-will move actionskill basic stance )

 

Target:

one adjacent water space (Athletics - no difficulty number).
A strong current or other circumstances may provide a modifier to this roll.

 
 

Effect:

You grant advantage to all enemies until you leave the water. Divide the check result by 5; this is the number of paces that you may swim through the water as part of this move action. If your check result is less than 5, you do not move, or are swept up by the current. On a critical failure, you suffer 1d6 damage as you begin to drown.


SprintEdit

(at-will move actionbasic skill stance )

 

Target:

self (Athletics - no difficulty number).

 
 

Effect:

Move your speed and then make your Athletics check as you enter this stance. Until you end the stance, you double your base speed and gain an additional stance bonus to speed equal to the check result divided by 5, but double all armor check penalties and suffer a further -2 stance penalty to all attacks and defenses. This stance ends automatically at the end of any turn if you moved less than 4 paces during that turn. At the end of each turn that you maintain this stance, you must make an Endurance check vs. a difficulty equal to the number of paces moved, or suffer 1d4 damage from fatigue.


ClimbEdit

(at-will move actionprovoking skill stance )

 

Target:

one adjacent surface (Athletics - no difficulty number).
Handholds, a slippery surface or other circumstances may provide a modifier to this roll.

 
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Effect:

You grant advantage to all enemies until the start of your next turn. Divide the check result by 5; you may climb this number of paces up or across the surface as part of this move action. If your check result is less than 5, you do not make any progress; on a critical failure, you lose your grip and fall.

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