Waterfowl Stance

Level 2classUncommonRemaster

Prerequisites Monastic Weaponry

Feats requiring Waterfowl Stance

In your hands, swords dance like rainfall over the waves; who can tell where the storm ends and the sea begins? Developed by Swordmaster Ganhil to compete with the House of Untwisting Iron, this stance integrates fluid swordplay into even the simplest movements.

While in Waterfowl Stance, the dandpatta, scimitar, talwar, and zulfikar gain the monk trait for you. When you Tumble Through a creature's space or Leap over a creature while wielding one of these weapons, you can deal that creature 1d6 slashing damage. This damage is increased to 2d6 if the weapon has a greater striking rune and 3d6 if it has a major striking rune.


Special You gain access to the dandpatta, talwar, and zulfikar.

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.

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.