Stancemaster

Rather than train with a variety of weapons, some armigers instead focus on developing a group of stances, each tied to certain techniques, flowing between them as they build unstoppable combinations in combat.

Stances (Ex): At 1st level, the stancemaster knows three stances. Entering a stance requires a swift or a move action and ends any previous stances. Each stance grants martial talents as per the armiger’s customized weapon feature. Stances can be modified or replaced in the same way that a customized weapon can be modified or replaced. If a talent requires making a choice as part of its selection (such as the Critical Genius talent of the Equipment sphere), the choice is made at the time the stance is customized. The stancemaster gains an additional stance whenever an additional customized weapon would normally be gained.

This replaces but otherwise counts as customized weapons.

Sequence (Ex): At 1st level, the stancemaster gains the sequence, integrated techniques, and inspired sequence abilities of a prodigy of her level. These levels stack with prodigy levels for determining the maximum length of her sequence.

The stancemaster gains the following link component:

  • Stance Change (link): The stancemaster changes stances as a move or swift action.

This replaces quick change and enhanced customization.

Prowess: Prowesses that allow adding a talent to a customized weapon instead allow adding it to a stance. Prowesses that modify a customized weapon, such as skilled weapon or variable prowess, instead modify a selected stance. The practiced initiative prowess functions whenever a stance is active.

Focusing Stance (Ex): At 3rd level, whenever the stancemaster succeeds on a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, she may regain martial focus by activating a stance as an immediate action.

This replaces focusing switch.

Unbroken Sequence (Ex): At 5th level, when the stancemaster’s sequence would be ended by the dazed, helpless, paralyzed, stunned, or unconscious conditions, she may expend martial focus to prevent the sequence from ending due to that condition for a number of rounds equal to her practitioner modifier.

This replaces rapid assault.

Lightning Stance (Ex): At 7th level, once per round the stancemaster may change her stance as a free action even when it is not her turn.

This replaces lightning change.

Flawless Sequence (Ex): At 15th level, the stancemaster does not lose a link in her sequence if she fails to add a link since the beginning of her previous turn and no longer needs to expend martial focus to prevent her sequence ending from the dazed, helpless, paralyzed, stunned, or unconscious conditions. Using a (finish) still ends the sequence as normal.

This replaces lightning assault.

True Mastery (Ex): At 20th level, when the stancemaster starts a sequence, it automatically begins with a number of links equal to half her practitioner ability modifier. The stancemaster may change her stance as a free action on her turn a number of times equal to her practitioner modifier.

This replaces unlimited assault.


Prowess: The following prowesses are available exclusively to the stancemaster:

  • Quick Draw: The stancemaster gains the Quickdraw feat and may stow a weapon as part of changing stances.
  • Stance Fusion: The stancemaster gains a style feat of her choice as a bonus feat. She must meet the prerequisites of the feat, but may treat her class levels as monk levels. These levels stack with monk levels from other sources. The stancemaster may switch stances as part of the action required to initiate a style. Activating or changing a style as a swift action completes the stance change (link). This prowess may be taken multiple times; each time it grants an additional style feat or a feat that has a style feat as a prerequisite. All prerequisites for such feats must be met normally.

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