Type of Feat: Class
Prerequisite: Breach Guard level 1.
When he needs to, the character can become a stalwart bastion of defense. In this defensive stance, a Breach Guard gains phenomenal strength and durability but he cannot move from the spot he is defending. He gains the following benefits:
- +2 Strength
- +4 Constitution
- +2 resistance bonus on all saves
- +4 dodge bonus to AC
At first level, this ability can be used 1/day. Every 2 levels beyond 1, the guard gains an additional use per day.
Use: Combat Mode. Only one combat mode can be active at a time; when a combat mode becomes active, the previously active mode (if any) is first automatically deactivated.
Notes[]
- This feat does not work with ranged weapons.
- A 4th level Skincarver can gain access to this ability as an advanced tattoo option via the High Mountain Emblem.
- Defense stance mode automatically drops if the character's current target is removed and all other opponents are out of reach.
- A character in a defensive stance may manually target an out-of-reach opponent, but will not move to engage such an opponent.
- An opponent can back out of reach of a character in a defensive stance or become invisible. Since the opponent is not removed, this will not cancel the stance. On the other hand, the character will not move to re-engage this opponent.
- If a party member comes between a character and his target, the character might drop out of defensive stance mode, just as when there are no more targets
- The defensive stance mode will often break (keeping the immobility but losing the bonuses) if the character attempts any action other than attacking. (This is likely a hardcoded bug.)
- If switched from another combat mode (like expertise), defensive stance mode will not add any bonuses but will still consume a daily use. (This is likely a hardcoded bug.)
- Defensive Stances ends upon switching weapons or drinking a potion. This may extend to the use of other items in general that are not in current use on the character when in the combat mode.