Stumbling Stance
Prerequisites trained in Deception
Feats requiring Stumbling Stance
You enter a seemingly unfocused stance that mimics the movements of the inebriated-bobbing, weaving, leaving false openings, and distracting your enemies from your true movements.
While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If an enemy hits you with a melee Strike while in this stance, it becomes Off-Guard against the next stumbling swing Strike you make against it before the end of your next turn.
Traits
Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
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.