
Flood Stance [one-action] Feat 1Uncommon Monk Stance Water Source Rival Academies pg. 80
The lessons of the flood teach a stance that distributes and circulates a single breath through the body and allows your punches to contain the focused power of a torrent of water. While in this stance, you
hold your breath for up to 10 minutes and leave the stance if you stop holding your breath. You do not lose additional air if you attack, are critically hit, or critically fail a save. You still lose all remaining air if you speak, including to Cast a Spell. The only Strikes you can make are flooded river unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; have the
nonlethal,
trip,
unarmed, and
water traits; and don’t take the normal penalty for being used underwater. They also gain the forceful trait while you’re underwater.
Flood Stance Leads To...
Culvert's CollapseTraits
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.