With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Requirements You are wielding a ranged weapon
You take aim to pick off nearby enemies quickly.
When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn't have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment.
Stance: Point-Blank Shot
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.
Trigger An enemy hits you with a melee strike.
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.
Requirements You are wielding a shield with a shield boss or shield spikes in one hand.
You change your grip on the shield, allowing you to combine rapid attacks with your shield boss or shield spikes and your main weapon's Strikes in a series of swift motions. You reduce your shield boss and shield spikes weapon damage die to 1d4. As long as the weapon damage die is 1d4, your shield boss and shield spike Strikes gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the agile trait.
You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.
Failure This attack does not count toward your multiple attack penalty.
Requirements You are wielding a shield.
You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield's boss or spikes by one step, and increase the shield's Hardness by 2 when using the Shield Block reaction.
Stance: Everstand Stance
Requirements You are wielding two melee weapons, each in a different hand
You lash out at your foe with both weapons.
Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a -2 penalty.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Requirements You have one hand free, and your target is within reach of that hand
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach.
Make a Strike while keeping one hand free. If this Strike hits, the target is Flat-Footed until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.
You make a telegraphed attack to learn about your foe.
Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge.
The target is temporarily immune to Combat Assessment for 1 day.
Requirements You are wielding a thrown weapon.
You bounce your weapon off one foe to strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target.
Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both attacks.
You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer.
Make a melee Strike. If you hit a target that is your size or smaller, that creature is Flat-Footed until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you're adjacent to the target. This movement doesn't trigger reactions.
This Strike has the following failure effect.
Failure The target becomes flat-footed until the end of your current turn.
Requirements You are wielding a melee weapon
Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.
Requirements You have one hand free, and your target is within reach of that hand
You swipe at your opponent and grab at them.
Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains Grabbed until the end of your next turn or until it Escapes, whichever comes first.
Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.
You push back as you block, knocking your foe away or off balance.
You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become Flat-Footed until the start of your next turn.
The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become flat-footed instead of being moved.
Requirements You are wielding a two-handed melee weapon
Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back.
Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is Flat-Footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions. This Strike has the following failure effect.
Failure The target becomes flat-footed until the end of your current turn.
Through countless battles, you've learned you're stronger when working alongside your allies. Make a Strike. Your Strike gains a circumstance bonus to damage rolls equal to the number of other different creatures that damaged the target since the end of the target's last turn, to a maximum of a +4 circumstance bonus.
Your blow not only wounds creatures but also shatters their confidence.
Make a melee Strike. If you hit and deal damage, the target is Frightened 1, or Frightened 2 on a critical hit.
Requirements You are wielding a ranged weapon.
With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
Effect: Assisting Shot
Effect: Assisting Shot (Critical Hit)
Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.
Grants Effect: Dueling Parry
Requirements Your last action was to Raise a Shield.
You adopt a wide stance, ready to defend both yourself and your chosen ward. Select one adjacent creature. As long as your shield is raised and the creature remains adjacent to you, the creature gains a +1 circumstance bonus to their AC, or a +2 circumstance bonus if the shield you raised was a tower shield.
Requirements You are flanked by at least two enemies
You turn your foes' flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn't count toward your multiple attack penalty.
You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you.
When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.
You attack carefully to knock some sense into a creature whose actions aren't their own. Make a Strike against a Confused ally. The Strike is nonlethal and doesn't take a -2 penalty for using a weapon without the nonlethal trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the confused condition when taking damage.
You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them.
Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you're wielding a two-handed melee weapon, you can ignore Trip's requirement that you have a hand free.
Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.
Requirements You are wielding a ranged weapon with reload 0
You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a -2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.
Requirements You are wielding two melee weapons, one in each hand
You use your two weapons to parry attacks.
You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement.
Effect: Twin Parry
Effect: Twin Parry (Parry Trait)
You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
Requirements You are wielding a one-handed melee weapon and have a free hand.
You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent.
Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands.
If the weapon doesn't normally have the two-hand trait, increase its weapon damage die by one step for this attack. If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon's number of damage dice.
When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn't end any stance or fighter feat effect that requires you to have one hand free.
Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0.
You jump back and fire a quick shot that catches your opponent off guard.
You Step and then make a ranged Strike with the required weapon. Your target is Flat-Footed against the attack.
When your shield is up, your enemies' blows can't touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.
Trigger An enemy targets you with a melee Strike.
Surprisingly agile even in a breastplate and carrying a full rucksack, Marcos Farabellus developed this evasive maneuver during one of his many adventures.
Flinging your body into a twisting somersault, you gain a +2 circumstance bonus to your AC against the triggering attack. If the attack still hits you, you can Step to an open space that's still within the triggering enemy's reach, turning the impact of the blow into momentum.
You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies' spaces, and make a melee Strike.
Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through their space on a success but ending your movement before entering their space on a failure.
You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Requirements You are wielding a shield in two hands.
Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.
Requirements A frightened creature is in your melee reach
Your offense exploits your enemy's fear.
Make a melee Strike against a Frightened creature. If you hit and deal damage, the target becomes Flat-Footed until its frightened condition ends.
If the target was already flat-footed to you when you damaged it with this Strike, it can't reduce its frightened value below 1 until the start of your next turn.
You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
Requirements You have a creature Grabbed.
You pummel a held foe, hoping to stagger them. Make a melee Strike against a creature you have grabbed. The weapon damage from this Strike is bludgeoning damage.
If the Strike hits, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect.
Critical Success The creature is unaffected.
Success The creature is Stunned 1.
Failure The creature is Stunned 2.
Critical Failure The creature is Stunned 3.
Trigger Your shield is raised and an adjacent ally Raises a Shield.
You use your shield in tandem with an ally's, forming a barricade. Both you and the triggering creature have Standard Cover as long as you remain adjacent to each other and you both have your shields raised; when this is no longer the case, the effect ends. You and your ally can't use this cover to Hide, as it's obvious you're standing there holding your shields, but you and your ally can use it to Take Cover. Normally, if you and your ally don't move, Shield Wall lasts until the beginning of your next turn, when your shield is no longer raised.
You've learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you're wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.
You can use your shield to fend off the worst of area effects and other damage.
When you Raise your Shield, you gain your shield's circumstance bonus to Reflex saves. If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn't physical damage.
Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.
You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.
Effect: Guardian's Deflection
Requirements You are wielding a melee weapon that deals piercing damage
You drive your piercing weapon into an imperceptible foe, revealing its location to your allies.
Make a Strike with the required melee weapon. You don't have to attempt a flat check to hit a Concealed creature, and you have to succeed at only a @Check[type:flat|dc:5] to target a Hidden creature.
If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target.
If the target is concealed, other creatures don't need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a @Check[type:flat|dc:5] to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become undetected to anyone who sees your weapon. If the target is Invisible, the weapon remains visible while lodged in it. This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with 2 Interact actions.
When an enemy's movement is compromised, you deliver a more deadly blow.
Make a Strike against a creature that is Grabbed, Prone, or Restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. The Strike gains the following failure effect.
Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. This damage has the same damage type as the weapon.
You can quickly fire multiple shots with greater control.
When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is -4. All attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made all of them.
Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
You adopt a fencing stance that improves your control over your weapon.
While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.
Stance: Disarming Stance
You adopt a stance designed to rebound your thrown weapons back toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes.
You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.
You've studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.
You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an Attack of Opportunity, that creature becomes Flat-Footed until the start of your next turn.
You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an Attack of Opportunity triggered by a move action, you disrupt that move action.
By spending a moment to focus, you can ensure your attack strikes true.
Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's Concealed condition.
Your battle insights make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target Concealed creatures.
You're not Flat-Footed to creatures that are Hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful @Check[type:flat|dc:5] to target a hidden creature.
While you're adjacent to an Undetected creature of your level or lower, it is instead only hidden from you.
(Barbarian) You swing at a foe while mid-leap.
(Fighter) You make an impressive leap and swing while you soar.
Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump.
Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.
When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.
Trigger An undead creature within your reach critically fails a Strike against you.
You knock the enemy's blow aside and twist, unbalancing your foe. You attempt to Disarm, Shove, or Trip the triggering creature.
Even your fears serve as fuel for your fighting spirit.
When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a fear effect.
Effect: Resounding Bravery
Effect: Resounding Bravery (vs. Fear)
Trigger A creature within your reach critically fails a Strike against you.
Requirements You are benefiting from Dueling Parry.
You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.
Your attack can ground an airborne foe.
Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall.
If the attack is a critical hit, the target can't Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.
You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.
Requirements You are wielding a two-handed melee weapon and your target is within your reach
With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the forced movement rules.
Your shots become nimble and deadly. While you're in this stance, your ranged Strikes don't trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack.
If you have Attack of Opportunity, you can use it with a loaded ranged weapon you're wielding. The triggering creature must be within 5 feet of you for you to do so.
You trample your foes as you charge past them.
When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes Flat-Footed until the end of your next turn.
Fear makes your foes weak and more vulnerable to your attacks.
You gain a circumstance bonus to damage rolls for Strikes against Frightened creatures. The bonus is equal to double the target's frightened value.
If you have master proficiency in Intimidation, increase the bonus to triple the target's frightened value.
Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes -3 for your second attack and -6 for subsequent attacks (rather than -4 and -8).
Trigger You are the target of a physical ranged Strike.
Requirements You're aware of the attack, not Flat-Footed against it, and either have a hand free or are wielding a melee weapon.
You can knock aside ranged attacks.
You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air.
Effect: Cut from the Air
Trigger A creature within your reach critically fails a Strike against you
Requirements You are benefiting from Twin Parry
A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.
Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp.
Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.
Failure The target is Flat-Footed until the end of your current turn.
Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC.
Requirements You have a shield raised
You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).
You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Attack of Opportunity.
Even when you don't hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect.
Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.)
Aiming for a weak point, you impede your foe with a precise shot.
Make a ranged weapon Strike. If it hits and deals damage, the target is Slowed 1 until the end of its next turn.
The slightest distraction can provoke your wrath, and you're prepared to foil enemies' actions.
As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions.
Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it's a critical hit).
You can dash your foe to the ground with a single blow.
When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, instead of rolling a check for your Trip attempt, you automatically apply the critical success effect of a Trip.
If you used a two-handed melee weapon for the Strike, you can use the weapon's damage die size instead of the regular die size for the damage from a critical Trip.
Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success.
When you use Aggressive Block, you can choose whether the target is Flat-Footed or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.
Your weapon whirls and darts, striking foes whenever the opportunity presents itself.
At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from Dueling Parry.
Requirements You are adjacent to an enemy
Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.
Requirements You are wielding a melee weapon
Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Attack of Opportunity against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.
Requirements You are wielding a melee weapon in two hands
Your final blow can make an impact even if it rebounds off a foe's defenses.
Make a Strike with the required weapon. After the Strike, your turn ends. The Strike deals one extra weapon damage die, or two extra weapon damage dice if you're at least 18th level. The Strike also gains the following failure effect.
Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you're at least 18th level.
After your first shot singles out your opponent's position, you direct another that ricochets around obstacles and strikes unerringly.
Make a ranged weapon Strike against a creature you previously attacked this turn. You ignore the target's Concealed condition and all cover.
Requirements You are wielding a shield
Once you've had a moment to set your stance, you always have your shield ready without a thought.
While you are in this stance, you constantly have your shield raised as if you'd used the Raise a Shield action, as long as you meet that action's requirements.
Stance: Paragon's Guard
Frequency once per day
Your training allows you to shrug off your foes' spells and conditions when the need is dire.
Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your counteract level is equal to half your level, rounded up, and you attempt a Will save as your counteract check).
This doesn't remove any Hit Point damage normally dealt by the spell or condition, and it doesn't prevent the spell or debilitating effect from affecting other allies or the environment around you.
It can't remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can't remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can't remove its effect on you
Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.
Using your weapon as a lever, you force your opponent to end up right where you want them.
Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules. Your Strike gains the following failure effect.
Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.
Your weapons are a blur, blocking and biting at your foes.
At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.
You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.
Requirements You are wielding two weapons, each in a different hand
You lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.
Trigger You complete the last action on your turn, and your turn has not ended yet.
Requirements You meet the requirements to use an action with the press trait.
You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn.
Trigger You roll initiative
When there's imminent danger, you drop into a stance with a mere thought. Use an action that has the stance trait.
By shifting your weight and angling your weapon, you guide your opponent to a more favorable position.
When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules.
Requirements You are wielding two melee weapons, one in each hand
You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.
Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.
With the right positioning, your off-hand weapon can strike like a scorpion's stinger.
While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty.
You lock yourself in a stable position so you can fire swiftly and accurately.
While you are in this stance, your penalty for Double Shot is reduced to -1, or -2 if you add the extra action to make three Strikes. If you move from your position, this stance ends.
Stance: Multishot Stance
You throw your weight into a powerful attack that leaves you vulnerable.
Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your attack also gains the deadly d12 trait.
Whether or not you hit, you become Stunned 1 and are Flat-Footed until the start of your next turn.
Requirements You are wielding a ranged weapon with the volley trait and reload 0
You fire a volley at all foes in an area. Make one Strike with a -2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets.
The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure.
Your expertise enables you to knock away spells. You can use Cut From The Air against ranged spell attack rolls.
With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy's turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature.
Your skill with weapons lets you attack swiftly at all times. You're permanently Quickened. You can use your extra action only to Strike.