You stomp, shaking the earth beneath you. Creatures on the
ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a
basic Fortitude save. On a failure, they also fall prone. After
you use this action, you can’t use it again for 1d4 rounds. Special If you have this feat, the Dexterity modifier cap to
your AC while using Mountain Stance increases from +1 to +2.
You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you force the target to move 5 feet into a space within your reach. This follows the forced movement rules found on page 475.
You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level.
You store up energy and release it in an enormous gust of rushing wind. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60 foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn’t increase until after you make all the attacks.
The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target’s resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.
Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful trait. Any that already had this trait instead increase their weapon damage dice by one step.