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. |





