Solar Wind

The disciples of the Solar Wind learn their arts in the windy plains where they train for precision in any environment with deadly force. Throwing weapons and archery are their tools, and they rarely miss. Hallmark maneuvers include ricochet maneuvers, deadly precision strikes, supernaturally forceful maneuvers that may fire through opponents in a deadly line, showers of phantom weapons that inflict true damage, and ranged attack counters by shooting enemy missiles from the sky.

Key Skill: Perception

Associated Weapons: Bows, Crossbows, Thrown

((All maneuvers of this discipline require the use of a weapon in these groups, and thrown weapons that also have melee applications may only use this discipline when being used in their ranged weapon capacity.))

Level 1 Maneuvers

Maneuver Type Description
Curving Ray Shot Strike Roll Perception check against target’s AC, negate cover for this attack.
Horizing Wind Lancet Boost Give a single ranged attack a +1d6 damage bonus.
Phantom Sun Stance Stance Generate phantom ammunition for ranged attacks by copying a single weapon, arrow, or bolt.
Solar Sting Strike Turn a piece of ammunition or a ranged weapon into a field of caltrops.
Stance of Piercing Rays Stance While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of fire damage.
Steady Hand Boost Increase the range on a ranged attacks by +30 ft.

Level 2 Maneuvers

* Requires Level 3

Maneuver Type Description
Feel the Wind Boost Overcome environmental difficulties for ranged combat.
Intercepting Shade Counter Make an opposed attack against an incoming ranged weapon attack, success negates the attack.
Solar Flare Strike Make a ranged attack and add +2d6 fire damage and ignore cover.
Solar Lance Strike Attack with a single arrow or thrown weapon, create a phantom line of arrows which inflict an additional 2d4 points of damage and allows for a bull rush attempt as part of the strike.

Level 3 Maneuvers

* Requires Level 5

Maneuver Type Description
Blinding Ray Strike Ranged attack becomes infused with blinding light.
Phantom Wind Ray Boost Next ranged attack is sheathed in dazzling light to obscure it, target must make an opposed Perception check to the attack roll or be caught flat-footed.
Solar Reflection Strike Make a ranged attack at a foe with a +2d6 damage bonus, if this attack is successful you can ricochet the shot to another enemy within 20 ft. using the same attack roll (no bonus damage)
Sunwalker Stance Stance May make attacks while moving, +2 AC vs ranged attacks.

Level 4 Maneuvers

* Requires Level 7

Maneuver Type Description
Dazzling Solar Flare Strike Make a ranged attack against a foe, inflicts +4d6 points of fire damage and chance of dazing.
Disarming Gust Strike Make a ranged disarming attack the inflicts 3d6 points of damage to the target and disarms them.
Solar Storm Strike Make a ranged attack at target creature or at the space it occupies, creates a brief but fierce cyclone that protects against and prevents ranged attacks.
Solar Wind Lancet Boost Next ranged attack gains +2d6 points of damage for the round, potentially knocks foe down.

Level 5 Maneuvers

* Requires Level 9

Maneuver Type Description
Blinding the Bull Boost Automatically confirm a critical threat on a missile weapon attack.
Double Solar Reflection Strike Shot strikes three targets with one attack roll. First target takes +4d6 damage, second takes +2d6 damage, third just takes weapon damage. No two targets can be more than 20 ft. apart.
Focused Solar Lance Strike Make an attack that if successful, inflicts an additional 5d6 points of damage and potentially pins target.
Searing Break Boost All ranged attacks gain +3d6 points of fire damage for the round.

Level 6 Maneuvers

* Requires Level 11

Maneuver Type Description
Burning Break Boost All ranged attacks gain +5d6 points of fire damage for the round.
Solar Meteor Blow Strike High fired shot that when it lands on target inflicting +4d6 points of damage and creates a massive gust of wind capable of knocking surrounding foes down.
True Shot Stance Stance Ignore concealment, double the threat range on ranged attacks.
Twisting Wind Shot Strike Make a ranged attack, inflict damage as a critical hit.

Level 7 Maneuvers

* Requires Level 13

Maneuver Type Description
Phantom Sunstorm Boost Creates a hail of quasi-real weapons that strike with the real one, causing maximum damage on a single attack
Stunning Solar Flare Strike Make a ranged attack against a foe, if successful the target takes an additional +8d6 points of damage and has a chance of being stunned.
Triple Solar Reflection Strike Shot strikes four targets with one attack roll. First target takes +6d6 damage, second takes +4d6 damage, third takes +2d6 damage, and the fourth attack takes normal damage. No two targets can be more than 20 ft. apart.

Level 8 Maneuvers

* Requires Level 15

Maneuver Type Description
Aurora Break Boost All ranged attacks gain +5d6 points of fire damage for the round.
Solar Hailstorm Stance Stance Gain 2 extra attacks on any full round attack with a ranged weapon and add initiator attribute modifier to damage rolls.
Solar Wind Tsunami Strike With a single arrow or thrown weapon, generate a phantom wave of arrows in a 60 ft. cone, inflicts 15d6 + IL (+20 max) points of damage to all in the area of effect.

Level 9 Maneuvers

* Requires Level 17

Maneuver Type Description
Solar Wind Nova Strike Fire a phantom volley of burning arrows into a 20 ft. burst hitting all targets within its area, inflicting 10d6 damage and 10d6 fire damage and may leave targets knocked prone.
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