Vitality-Manipulating Stance

Level 20classUncommonLegacy

Prerequisites Stunning fist

You have learned to attack meridians and pressure points like your rival Shino Hakusa. You gain a vitality blast ranged unarmed Strike that deals 1d4 void damage, has a range of 30 feet, and has the unarmed and versatile vitality traits.

Additionally, when you use Stunning Fist, instead of saving against being stunned, you can choose to have the target make a Fortitude save against your class DC with the following results. You must choose to do this before the target rolls its save.

Stance: Vitality-Manipulating Stance


Critical Success The target is unaffected.

Success The target's muscles become temporarily weaker. For 1 round, the target is Enfeebled 2, and any time it attempts to take an action with the manipulate trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its enfeebled value.

Failure As success, but the duration is 1 minute.

Critical Failure As success, but the duration is 1 minute, the flat check is DC 11, and the target takes –10-foot status penalty to all Speeds for the duration.

Traits

Monk

Abilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.

Stance

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.