Source Core Rulebook pg. 637 4.0
A stance is a general combat strategy that you enter by using an action with the stance trait, and that 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 enter a new stance, whichever comes first. After you use an action with the stance trait, you can’t use another one for 1 round. You can enter or be in a stance only in encounter mode.


Arcane Cascade


Buckler Dance, Cobra Stance, Crane Stance, Disarming Stance, Disruptive Stance, Dragon Stance, Dread Marshal Stance, Dueling Dance (Fighter), Dueling Dance (Swashbuckler), Everstand Stance, Fane's Fourberie, Gorilla Stance, Graceful Poise, Impassable Wall Stance, Inspiring Marshal Stance, Ironblood Stance, Jellyfish Stance, Lunging Stance, Masquerade of Seasons Stance, Mobile Shot Stance, Monastic Archer Stance, Mountain Stance, Multishot Stance, Paragon's Guard, Peafowl Stance, Point-Blank Shot, Powder Punch Stance, Push Back the Dead!, Rain of Embers Stance, Reflective Ripple Stance, Ricochet Stance (Fighter), Ricochet Stance (Rogue), Rough Terrain Stance, Shooting Stars Stance, Six Pillars Stance, Sky and Heaven Stance, Stoked Flame Stance, Stumbling Stance, Tangled Forest Stance, Tiger Stance, Twinned Defense (Fighter), Twinned Defense (Swashbuckler), Vitality-Manipulating Stance, Whirling Blade Stance, Whirlwind Stance, Wolf Stance

Focus Spells

Clinging Shadows Stance, Wild Winds Stance