Stance Feats: You may only have one stance active at a time. The default stance is the one everyone starts off with. All stances, unless otherwise specified, modify values to this stance. It takes a move-equivalent action to change stances. Changes in stances are easy to spot, so when assuming a particular stance, more experienced and intellegent enemies may try to change their tactics. Dance of the Blade [Stance] Prerequisites: Cha +15, Perform (Dance) 12 ranks, Weapon Finesse Benefit: By using your natural grace, you may easily dodge attacks that would normally hit you. However, your movements, while distracting, also make it impossable for you to make a concentrated number of attacks a round, stay in one place, or even cast a spell. You gain a grace bonus to AC equal to your charisma modifier or your level, whichever is lower. You also gain a grace bonus to reflex saving throws equal to this number. You must move at least 5 ft. per round, otherwise the stance ends and you revert to the 'normal' stance, using a move action. You may only make one attack with each hand a round. You cannot cast spells while in this stance. You cannot make a run, double-move action, or focus attack while in this stance. Death Spiral [Stance] Prerequisites: BAB +9, Dex 13+, Int 13+, Dodge, Mobility, Spring Attack, Whirlwind Attack Benefit: By negating defense completly, you can unleash an extraordinary attacks in one round. Your AC decreases by 10. When you whirlwind attack, you may do a full-attack action against everyone that would normally be hit with the whirlwind attack. You act as if you have the Great Cleave feat as well while this stance is active and you whirlwind attack. You may only move 10 ft. per round while in this stance. You are considered flat-footed while in this stance. You may not focus attack while in this stance, but you can cast spells. Defensive Casting [Stance] Prerequisites: Combat Casting, Caster Level 4+ Benefit: In exchange for movement and spell versatility, you may cast without provoking an attack of opportunity. Your movement decreases by 10 ft., and metamagic takes 1 extra round to apply to spells. On the other hand, you do not provoke attacks of opportunity while casting, and gain a +4 stance bonus to all concentration checks made while casting. Everflowing Dance [Stance] Prerequisites: Str 13+, Int 13+, Perform (Dance) 9 ranks, Power Attack, Combat Expertise Benefit: Your battle prowless is everchanging, changing from accuracy to defense to damage in a matter of seconds. You take a -1 penalty to to-hit, AC, and damage. You may move one point from any one area to another on a 1:1 basis. If using a 2-handed weapon, it takes 1.5 points (rounded up) of damage to equal one point of AC or to-hit. Likewise, if using a 2-handed weapon, you get a 3:2 return (rounded down) on points invested in damage. Damage can equal 0 points using this. Your to-hit may not be decreased by more than your BAB, whichever is lower. Your AC may not be increased by more than 10 points or your BAB, whichever is lower. Additionally, you may not cast durring a round in which you increase your AC. There is no limit on damage modification, except that the minimum damage rolled may not go below 0. Changes are initiated at the beginning of your turn and last until your next combat round, and apply to all attacks made. Full-Frontal [Stance] Prerequisites: BAB 4+, Power Attack Benefit: You may assume the Full-Frontal stance. This stance increases your offensive abilities at the cost of defense. You lose 4 AC and 5 ft. to your running speed, but gain +2 to-hit and your charging distance is increased by 30 ft. On a charge, you make a full-attack action, but are considered flat-footed for one round afterwards. Immobile Wall [Stance] Prerequisites: Cover, Combat Reflexes, BAB +4 Benefit: You give up some of your attack ability to become an immovable wall. Any opponent that provokes an attack of opportunity from you by moving past you and is hit is instantly stopped in their tracks. You may not move while in this stance. Your DR is doubled while in this stance (Doubling of a doubling is a tripling). Your number of attacks of opportunity are doubled while in this stance. You fail any reflex save automatically while in this stance. Mana Burn [Stance] Prerequisites: Empower Spell, Heighten Spell, Maximize Spell, Caster Level 8+ Benefit: You may focus your magic powers on one extremely potent blast of magic in exchange for a reduced endurance in magic. When assuming the stance, you select a spell. While in the stance, you may only use metamagic on this spell. However, there is no limit to the number of uses of metamagic you may apply to the one casting. You may empower it 3 times, maximize it twice, heighten it six levels, and widen it, if you have enough feat uses. A triple-empowerement makes a spell deal 2.5x normal damage. Two maximizes added would cause 2x max damage and .5x normal damage. Intensify spell cannot be used in this stance. After a metamagic feat is used, you may not cast a spell for one round per use of metamagic feat you've used. Risky Strike [Stance] Prerequisites: Improved Critical (any), BAB +8 Benefit: You may increase your ability to inflict crippling attacks by making riskier manouvers. Your AC goes down by 2. Your crit range doubles (doubling of a doubling is a tripling, and so on), and you automatically hit on a natural 19 or a 20. However, you automatically miss on a 1 or 2, and if you miss with those numbers, you provoke an attack of opportunity against your target. The crit range increase stacks with all other ways to increase critical ranges. Spellcasting Harrier [Stance] Prerequisites: BAB +8, Combat Reflexes, Iron Will or Lightning Reflexes or Great Fortitude. Benefit: You may sacrifice your attention to normal attacks to become a bane to enemy spellcasters you threaten. You take an 8 point penalty to AC. If an enemy spellcaster backs away 5 feet to cast, you instantly move 5 feet with him and use an attack of opportunity, provided they provoke one. Concentration checks forced by damage caused by you to keep from fizzling spells are increased by 10 in DC.