
Waterfowl Stance [one-action] Feat 2Uncommon Monk Stance Water Source Rival Academies pg. 80Prerequisites Monastic WeaponryTrigger You’re damaged by a melee Strike by a creature in your reach.
In your hands, swords dance like rainfall over the waves; who can tell where the storm ends and the sea begins? Developed by Swordmaster Ganhil to compete with the House of Untwisting Iron, this stance integrates fluid swordplay into even the simplest movements.
While in Waterfowl Stance, the dandpatta, scimitar, talwar, and zulfikar gain the monk trait for you. When you
Tumble Through a creature’s space or
Leap over a creature while wielding one of these weapons, you can deal that creature 1d6 slashing damage. This damage is increased to 2d6 if the weapon has a
greater striking rune and 3d6 if it has a
major striking rune.Waterfowl Stance Leads To...
Snakebird's ShadowTraits
Uncommon: Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat (Player Core 437) usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.