SangoProduction
2023-11-09, 06:51 PM
Preamble: I found it kinda disappointing how there were only like 1 or 2 stances per combat sphere. Turns out there are a lot of combat spheres. Regardless, there are only 1 or 2 each. I figured I'd do my part in helping to expand on that.
I do not claim that any, let alone all, are "Good". But I do hope that some are usably decent.
I did kind of want to make them a slightly higher power, on account of them not being passive, and each being mutually exclusive to other stances (save for literally one archetype... that's on a monk), so that it's not just like "why is this a stance and not a regular talent?" I'm no game designer. These are just what I thought of.
[Duelist] Dancing Edge: While in this stance you may make a 5-foot step before and after an attack action, so long as you are no further from the target(s) than you were at round start. You don't gain the benefit on any round where you make your normal 5-foot step. Alterations and restrictions to the 5-foot step apply to the movement granted by this stance. At 10 BAB, you may instead take both 5 foot steps before or after your attack action.
[Athletics] Momentum Mastery: While in this stance, if you have spent your move action moving in a straight line (including as part of a full round action), you may move again in the same direction at your full speed, and as free actions, you are able to overrun up to 2 creatures + 1 per 3 ranks in the associated skill. Any combat maneuver or skill checks made to continue moving (such as overrun or acrobatics) are made with a bonus equal to the number of creatures this talent lets you overrun.
[Berserker] Furious Reprisal: When you would take damage to your temporary hit points from a creature within reach, you may retaliate by spending an Attack of Opportunity. The creature takes damage equal to the temporary hit points you lost.
[Boxing] Pugilist's Poise: While in this stance, those hit by your counter punch have difficulty affecting you with conditions until the start of your next turn. Any non-damaging effects they impose on you end at the start of your turn.
[Boxing] Bounding Pounding: When readying a Counter Punch while in this stance, you may use your move action to make your normal movement. Any unused movement is stored. When your Counter Punch is triggered, you may expend this stored movement to get within range of the triggering target. If you could trigger multiple Counter Punches, you can split up the stored movement between them as you see fit. This movement provokes as normal.
[Beastmastery] Predator's Pounce: While in this stance, the first time each round your animal companion hits with a natural weapon, you are granted an Attack of Opportunity against the same target. This attack can be made even if you do not normally threaten the target with your weapon, such as with bow.
[Scout] Shadow Slink: If a creature targets you with an attack, you can move 5 feet without provoking an Attack of Opportunity, after they end their turn. Every 5 ranks in stealth, you may move an additional 5 feet.
[Alchemy] Volatile Mixture: You may enter this stance as an immediate action in response to being hit by an attack, if you immediately extend it using Martial Focus. While in this stance, if you are hit by an attack, as an Attack of Opportunity, you may cause an alchemical item you are carrying to burst. Its effects go off as though thrown in your square. (So you may get hit by its splash, but not count as the direct target.)
//Below are waiting for a re-imagining.
[Dual Wielding] Echoing Strike: While in this stance, the first time you would miss with either weapon during a Dual Attack, you may attempt to make another attack with the other weapon at the same penalty.
[Barrage] Quality Through Quantity: When you take a Barrage special attack action, while in this stance, your weapon is considered to have an additional +1 enhancement bonus per previous attack in the Barrage. This can exceed the normal enhancement bonus limits. (Effectively, the second attack has +1 to hit and damage, the third has +2, and so on. The weapon may also penetrate certain damage reduction due to higher enhancement bonus.)
I do not claim that any, let alone all, are "Good". But I do hope that some are usably decent.
I did kind of want to make them a slightly higher power, on account of them not being passive, and each being mutually exclusive to other stances (save for literally one archetype... that's on a monk), so that it's not just like "why is this a stance and not a regular talent?" I'm no game designer. These are just what I thought of.
[Duelist] Dancing Edge: While in this stance you may make a 5-foot step before and after an attack action, so long as you are no further from the target(s) than you were at round start. You don't gain the benefit on any round where you make your normal 5-foot step. Alterations and restrictions to the 5-foot step apply to the movement granted by this stance. At 10 BAB, you may instead take both 5 foot steps before or after your attack action.
[Athletics] Momentum Mastery: While in this stance, if you have spent your move action moving in a straight line (including as part of a full round action), you may move again in the same direction at your full speed, and as free actions, you are able to overrun up to 2 creatures + 1 per 3 ranks in the associated skill. Any combat maneuver or skill checks made to continue moving (such as overrun or acrobatics) are made with a bonus equal to the number of creatures this talent lets you overrun.
[Berserker] Furious Reprisal: When you would take damage to your temporary hit points from a creature within reach, you may retaliate by spending an Attack of Opportunity. The creature takes damage equal to the temporary hit points you lost.
[Boxing] Pugilist's Poise: While in this stance, those hit by your counter punch have difficulty affecting you with conditions until the start of your next turn. Any non-damaging effects they impose on you end at the start of your turn.
[Boxing] Bounding Pounding: When readying a Counter Punch while in this stance, you may use your move action to make your normal movement. Any unused movement is stored. When your Counter Punch is triggered, you may expend this stored movement to get within range of the triggering target. If you could trigger multiple Counter Punches, you can split up the stored movement between them as you see fit. This movement provokes as normal.
[Beastmastery] Predator's Pounce: While in this stance, the first time each round your animal companion hits with a natural weapon, you are granted an Attack of Opportunity against the same target. This attack can be made even if you do not normally threaten the target with your weapon, such as with bow.
[Scout] Shadow Slink: If a creature targets you with an attack, you can move 5 feet without provoking an Attack of Opportunity, after they end their turn. Every 5 ranks in stealth, you may move an additional 5 feet.
[Alchemy] Volatile Mixture: You may enter this stance as an immediate action in response to being hit by an attack, if you immediately extend it using Martial Focus. While in this stance, if you are hit by an attack, as an Attack of Opportunity, you may cause an alchemical item you are carrying to burst. Its effects go off as though thrown in your square. (So you may get hit by its splash, but not count as the direct target.)
//Below are waiting for a re-imagining.
[Dual Wielding] Echoing Strike: While in this stance, the first time you would miss with either weapon during a Dual Attack, you may attempt to make another attack with the other weapon at the same penalty.
[Barrage] Quality Through Quantity: When you take a Barrage special attack action, while in this stance, your weapon is considered to have an additional +1 enhancement bonus per previous attack in the Barrage. This can exceed the normal enhancement bonus limits. (Effectively, the second attack has +1 to hit and damage, the third has +2, and so on. The weapon may also penetrate certain damage reduction due to higher enhancement bonus.)