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 richochet 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.
Solar Wind is a style for those who focus primarily on ranged combat and use its maneuvers to sculpt the battlefield, control enemy tactics, and provide attacks against multiple foes in short amounts of time. Solar Wind’s associated skill is Perception and its weapons are crossbow (hand, heavy, or light), bow (long or short and composite versions of those bows), shortspear, thrown dagger, sling, and throwing axe.
[Compatibility Note: If used with 3.5 and/or Tome of Battle, this discipline will go to Crusaders (as they're proficient in ranged weapons) or Swordsages (granting them proficiency, replacing Tiger Claw). Associated Skill becomes Spot. Primary Initiator Attribute for Tome of Battle users: Swordsage = Wisdom, Crusader = Charisma, Warblade = Intelligence.]
[Author's Notes: This is a discipline written by the three main authors on the Libram of Battle as a collaborative effort; while the revision here is my latest revision of the discipline as editor, it is not solely my own.] __________________
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Maneuver List
1st Level Stance of Piercing Rays- Stance- While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of damage. Double Solar Shot- Strike- Make a ranged attack against two enemies that are less than 10ft apart as a single attack. Horizon Wind Lancet - Boost- Give a single ranged attack a +1d6 damage bonus. Curving Ray Shot- Strike- Roll Perception check against target's AC, negate cover for this attack. Range Increasing Exercise- Boost- Increase the range on a missile weapon attack by +30ft. Phantom Sun Stance- Stance – Generate phantom ammunition for ranged attacks by copying a single weapon, arrow, or bolt. 2nd Level Feel the Wind- Boost- Overcome enviromental difficulties for ranged combat. Solar Flare- Strike- Make a ranged attack and add +2d6 to damage and ignore cover. Intercepting Shade- Counter- Make an opposed attack against an incoming ranged weapon attack, success negates the attack. Solar Lance – Strike With a single arrow or thrown weapon, create a phantom 30ft line of arrows which inflict 3d6 + IL (+10 max) damage to all in the area of effect. 3rd Level Sunwalker Stance- Stance- May make attacks while moving, +2 AC vs ranged attacks. 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 20ft using the same attack roll (no bonus damage). 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. Blinding Ray Shot- Strike- Ranged attack becomes inflused with blinding light. 4th Level Solar Prominence- Strike- Make a ranged attack against three enemies, no two that are less than 10ft apart as a single attack with a +2d6 damage bonus. Dazzling Solar Flare- Strike- Make a ranged attack against a foe, inflicts +4d6 points of damage and chance of dazing. Piercing Wind Crash- Strike- Make a Perception check against a foe's flat-footed AC, if this is higher, make a ranged attack against the foe as they are flat-footed and add +4d6 damage. Solar Wind Lancet - Boost - Next ranged attack gains +2d6 points of damage for the round, potentially knocks foe down. 5th Level 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 20ft apart. Focused Solar Lance- Strike – With a single arrow or thrown weapon, create a 60ft line of phantom weapons which inflict 8d6 + IL (+20 maximum) points of damage to all in the area of effect. Searing Break – Boost – All ranged attacks gain +3d6 points of damage for the round. Blinding the Bull – Boost – Automatically confirm a critical threat on a missile weapon attack. 6th Level Solar Nova Prominence- Strike - Make a ranged attack against four enemies, no two of which can be more than 10 ft apart as a single attack with a +4d6 damage bonus. Twisting Wind Shot - Strike- make a ranged Ranged attack and a Perception check, inflict double the result of that roll as damage for this attack. True Shot Stance - Stance - Ignore concealment, double the threat range on ranged attacks. *Burning Break – Boost – All ranged attacks gain +5d6 points of damage for the round. 7th Level 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 20ft apart. Phantom Sunstorm- Boost- Creates a hail of quasi-real weapons that strike with the real one, causing maximum double base weapon 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. 8th Level Solar Wind Tsunami- Strike- With a single arrow or thrown weapon, generate a phantom wave of arrows in a 60ft cone, inflicts 15d6 + IL (+20 max) points of damage to all in the area of effect. Aurora Break - Boost - All ranged attacks gain +8d6 points of damage for the round. Solar Hailstorm Stance- Stance- Gain 2 extra attacks on any full round attack with a ranged weapon. 9th Level Solar Wind Nova- Strike- Make a ranged Ranged attack for all enemies within 30ft, each attack inflicts an additional +12d6 damage and on failed Reflex they are knocked prone. __________________
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Solar Wind Maneuvers1st LevelSpoiler Stance of Piercing Rays Solar Wind (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
A Solar Wind disciple learns to cause his ammunition pierce like the burning rays of the sun itself. When assuming this stance, the character’s ranged attacks inflict an additional 1d6 points of damage.
Double Solar Shot Solar Wind (Strike) Level: 1 Initiation Action: 1 standard action Range: Ranged attack Target: Two creatures, who cannot be more than 10ft apart. Duration: Instant
The Solar Wind disciple readies his bow with two arrows or hefts a pair of throwing weapons, seeking to end the lives of two enemies who chose to die side by side. The character may make a ranged attack against two targets who are no father than 10ft apart, using the same attack roll against the individual opponent’s Armor Class separately, as one attack action.
Horizon Wind Lancet Solar Wind (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: One round
The tenets of the Solar Wind have taught the disciple how to place more force behind his attacks. The character inflicts an additional 1d6 points of damage on a single ranged attack he makes this round.
Curving Ray Shot Solar Wind (Strike) Level: 1 Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instant
The disciple’s keen eyes allow him to fire his weapon around his foe’s cover. The character makes an opposed Perception check against target's Armor Class; if successful then the foe’s partial cover is negated. Foes with total cover cannot be targeted with this strike.
Range Increasing Exercise Solar Wind (Boost) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round
The disciple’s limbs and muscles are strong and wise with the knowledge of weapons in flight. As a swift action, the character may increase the range of his ranged attacks by an additional 30ft (first increment only) for one round.
Phantom Sun Stance Solar Wind (Stance) Level: 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Using the principles of shadow and light, the Solar Wind disciple is capable of making phantom copies of his ammunition for use in combat. While in this stance, the character may make semi-real copies of arrows, bolts, or throwing weapons by willing them into existing as a free action while possessing at least one of the above on his possession. Mundane ammunition may be created without limit, but magical ammunition or ammunition made of special materials may only be duplicated once per round at a cost; the character suffers 1d4 points of damage per effective enhancement bonus on the ammunition, or 2d4 points of damage for special materials (if the ammunition is both, then apply both). This is due to the energy required from the user to generate such powerful phantoms. Once the ammunition has been used, it disappears immediately after the attack. This is a supernatural ability.
2nd LevelSpoiler Feel the Wind Solar Wind (Boost) Level: 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: One round
By studying the wind and air around him, the Solar Wind disciple learns to overcome his surrounding’s difficulties when using ranged weapons and may fire true. The character may ignore environmental variables, magical or natural, when making ranged attacks for one round.
Solar Flare Solar Wind (Strike) Level: 2 Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instant
Where the light of the sun touches, so does the reach of the Solar Wind disciple, allowing him to curve his weapons around impossible angles. The character makes a ranged attack against a target creature, and this attack negates any partial cover and partial concealment defenses that the creature possesses and inflicts an additional 2d6 points of damage.
Intercepting Shade Solar Wind (Counter) Level: 2 Initiation Action: 1 immediate action Range: Personal, or weapon range Target: You or ally Duration: Instant
Sometimes a good offense can be used as a good defense, so the Solar Wind discipline learns, as he shoots projectiles out of the air by his sheer skill. The character makes an opposed attack roll against his foe’s attack roll on an incoming ranged attack (such as an arrow or thrown weapon, or a ray spell or similar attack but not spells that target in a line or radius) targeting himself or an ally he can see within his weapon’s range; if successful then the attack is negated.
Solar Lance Solar Wind (Strike) Level: 2 Initiation Action: 1 standard action Range: 30ft Area: Line Duration: Instant Saving Throw: Reflex (half)
The disciple focuses his energies into his weapon and lets loose in a short ray of glittering light filled with shadowy copies of his ammunition. The character lays down a 30ft line of phantom arrows or copies of his throwing weapons which inflicts 3d6 + the character’s initiator level (maximum +10) points of damage to all within this line. A successful Reflex save (DC 12 + primary initiator attribute modifier) halves this damage. This is a supernatural ability.
3rd LevelSpoiler Sunwalker Stance Solar Wind (Stance) Level: 3 Prerequisites: One Solar Wind maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Learning the hunting techniques of the ancient days of the White Steppes, the Solar Wind disciple learns to hunt on the move, making attacks while chasing down his prey. The character gains the benefits of the Shot on the Run feat while in this stance, and he gains a +2 dodge bonus to his armor class if he moves more than 10ft during his turn.
Solar Reflection Solar Wind (Strike) Level: 3 Prerequisites: One Solar Wind maneuver Initiation Action: 1 standard action Range: Ranged attack Target: One or two targets, see description Duration: Instant
As reflective surfaces bounce the rays of the sun, so can the Solar Wind disciple ricochet a missile weapon from one target to another. The character makes a single ranged attack roll and if this roll is successful, he may apply this same attack roll against another opponent within 20ft of the first. This strike inflicts an additional +2d6 points of damage upon the first target, and normal damage upon the second.
Phantom Wind Ray Solar Wind (Boost) Level: 3 Prerequisites: One Solar Wind maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant
The disciple’s knowledge of desert mirages caused by the sun grants him the ability to obfuscate his attacks within the holes of a foe’s perception. The target must make a Perception check to oppose the character’s next attack roll against him; if he fails this Perception check, then he is caught flat-footed against the attack and the attack is resolved against his flat-footed armor class.
Blinding Ray Shot Solar Wind (Strike) Level: 3 Prerequisites: One Solar Wind maneuver Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instant, 1d4 rounds Saving Throw: Reflex (partial)
The disciple wraps incandescent light with the brightness of the midday sun around his weapon and lets fly at an opponent. The character makes an attack against a target creature and if successful, the target may be blinded for 1d4 rounds on a failed Reflex save (DC 13 + primary initiator attribute modifier); upon a successful saving throw, the target is dazzled for 1 round. This is a supernatural ability.
4th LevelSpoiler Solar Prominence Solar Wind (Strike) Level: 4 Prerequisites: One Solar Wind maneuver Initiation Action: 1 standard action Range: Ranged attack Target: Three creatures, no two of which can be more than 10ft apart Duration: Instant
By readying three missile weapons at once, the disciple of the Solar Wind seeks to balance the odds more to his favor. The character makes a single ranged attack roll against three separate enemies, no two of which can be more than 10ft apart, as a standard action and successful attacks inflict an additional +2d6 points of damage.
Dazzling Solar Flare Solar Wind (Strike) Level: 4 Prerequisites: One Solar Wind maneuver Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instant, 1d4 round Saving Throw: Fortitude, partial
With swift and deadly precision, the disciple attacks with the force of the scorching sun. The character makes a ranged attack against a foe, and if successful the attack inflicts an additional +4d6 points of damage and potentially dazzles the target on a failed Fortitude saving throw (DC 14 + primary initiator attribute modifier.)
Piercing Wind Crash Solar Wind (Strike) Level: 4 Prerequisites: One Solar Wind maneuver Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instant
A swift breeze and an explosion of agony is what the enemy of the disciple feels when he initiates this strike. The character makes a Perception check against his target’s flat-footed armor class and if he exceed this, he then makes a ranged attack against the foe’s flat-footed armor class and inflicts an additional +4d6 points of damage.
Solar Wind Lancet Solar Wind (Boost) Level: 4 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 swift action Range: Personal Target: One creature Duration: One turn Saving Throw: Fortitude (partial)
With the mighty force of the Solar Wind, the disciple lets loose a missile with breath-stealing, devastating force. Upon initiating this boost, the next ranged attack that the character makes inflicts an additional 2d6 points of damage upon a successful attack and knocks his target down on a failed saving throw (a successful DC 14 + primary initiator attribute modifier Fortitude save negates the knock down effect).
5th LevelSpoiler Double Solar Reflection Solar Wind (Strike) Level: 5 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 standard action Range: Ranged attack Target: One to three creatures, see description Duration: Instant
The disciple of the Solar Wind may bend and reflect his missile weapons as a scientist may bend and reflect light with mirrors. The character makes a single ranged attack roll and if this roll is successful, he may apply this same attack roll against another opponent within 20ft of the first, and if this is also successful, he may use the same attack roll to strike a third target no farther than 20ft away (but not the original target). This strike inflicts an additional +4d6 points of to the first target, +2d6 points of damage to the second, and normal damage to the third target. Use of this strike allows the character to strike around corners and other obstacles he normally wouldn't be able to see.
Focused Solar Lance Solar Wind (Strike) Level: 5 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 standard action Range: 60ft Area: Line of effect Duration: Instant Saving Throw: Reflex (half)
The disciple raises his deadly weapon and lets loose a torrent of quasi-real, glowing missiles that cut, pierce, and rend all who stand in its way. This attack forms a 60ft line of phantom weapons that inflict 8d6 + initiator level (max +20) points of damage to those in its area of effect. Targets may make a Reflex save (DC 15 + primary initiator attribute modifier) for half damage. This is a supernatural ability.
Searing Break Solar Wind (Boost) Level: 5 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: One turn
By binding the light of the sun’s rays into his weapons, the disciple of the Solar Wind may attack with the sun’s burning heat. As a swift action, the character may add an additional 3d6 points of damage on all ranged attack for one turn.
Blinding the Bull Solar Wind (Boost) Level: 5 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 swift action Range: Personal Target: One creature Duration: Instant
When a Solar Wind disciple finds the perfect shot, he makes sure that the attack is as destructive as a tornado on the plains. The character may use this boost to automatically confirm a critical threat he has made on a ranged attack as a critical hit.
6th LevelSpoiler Solar Nova Prominence Solar Wind (Strike) Level: 6 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 standard action Range: Ranged attack Target: Four creatures, no two of which can be more than 10ft apart Duration: Instant
By readying four missile weapons at once, the Solar Wind disciple explodes into a flurry of devastating attacks upon four separate foes. The character makes a ranged attack against four separate enemies, no two of which can be more than 10ft apart, as a single attack and successful attacks inflict an additional +4d6 points of damage.
Twisting Wind Shot Solar Wind (Strike) Level: 6 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 standard action Range: Ranged attack Target: One creature Duration: Instant
The keen vision of the Solar Wind disciple allows him to pick out the vulnerable spots on a foe’s form and plant a missile directly into them. Make Perception check and an attack roll against a foe, if the attack roll is successful then this attack inflicts double the result of the character’s Perception check in lieu of rolling damage normally.
True Shot Stance Solar Wind (Stance) Level: 6 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
The Solar Wind disciple has honed his incredible senses and through use of this stance, uses his inner vision to be able to hunt his foes with the most deadly of attacks. While in this stance, the character ignores a foe’s concealment or cover and he doubles the critical threat range on any ranged weapon he uses (this stacks with feats like Improved Critical and magical effects like keen and keen edge).
Burning Break Solar Wind (Boost) Level: 6 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: One turn
The burning wrath of the sun itself takes root in the disciple’s ammunition as he lets loose the wrath of the Solar Wind. All ranged made by the character this turn inflict an additional 5d6 points of damage.
7th LevelSpoiler Triple Solar Reflection Solar Wind (Strike) Level: 7 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 standard action Range: Ranged attack Target: One/four creatures, see description Duration: Instant
The Solar Wind disciple has mastered the art of the ricochet shot and may target up to four attackers. The character makes a single ranged attack roll and if this roll is successful, he may apply this same attack roll against another opponent within 20ft of the first, and if this is also successful, he may use the same attack roll to strike a third target no farther than 20ft away (but not the original target), and again on a fourth target no farther than 20ft from the last. This strike inflicts an additional +6d6 points of to the first target, +4d6 points of damage to the second, +2d6 on the third, and normal damage to the fourth and final target. Use of this strike allows the character to strike around corners and other obstacles he normally wouldn't be able to see.
Phantom Sunstorm Solar Wind (Boost) Level: 7 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 swift action Range: Personal Target: One creature Duration: One round
The disciple draws back one weapon and lets loose with a hundred. The character creates dozens of phantom weapons that cause very real injuries in addition to the one real weapon used in the attack. Any successful attack roll made on the target by the character this round while using this boost causes the attack to inflict maximum damage. This is a supernatural ability.
Stunning Solar Flare Solar Wind (Strike) Level: 7 Prerequisites: Two Solar Wind maneuvers Initiation Action: 1 standard action Range: 30 ft Target: One creature Duration: Instant, 1d3 rounds Saving Throw: Fortitude (partial)
The Solar Wind disciple can steal the fight from an enemy from a target with a single attack, such is his great skill. The character makes a ranged attack against a foe, if successful the attack inflicts an additional 8d6 points of damage and stuns the opponent on a failed Fortitude save (DC 17 + primary initiator attribute modifier) for 1d3 rounds.
8th LevelSpoiler Solar Wind Tsunami Solar Wind (Strike) Level: 8 Prerequisites: Three Solar Wind maneuvers Initiation Action: 1 standard action Range: 60ft Area: Cone shaped Duration: Instant Save: Reflex (half)
The disciple holds aloft a glowing weapon which burns with the wrath of the Solar Wind, and lets it loose against his foes in a wave of destruction. The character creates a 60ft cone-shaped burst of quasi-real missiles that tear his foes to shreds. The attack inflicts 15d6 + initiator level (max +20) points of damage to all within the area of effect. Targets within may make a Reflex save (DC 18 + primary initiator attribute modifier) to take half damage. This is a supernatural ability.
Aurora Break Solar Wind (Boost) Level: 8 Prerequisites: Three Solar Wind maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: One turn
The Solar Wind disciple masters the light of the sky and burns with a nimbus of colors from sunset to the far northern lights. All ranged attacks made by the character inflict an additional 8d6 points of damage for the turn.
Solar Hailstorm Stance Solar Wind (Stance) Level: 8 Prerequisites: Three Solar Wind maneuvers Initiation Action: 1 swift action Range: personal Target: You Duration: Stance
A master of the Solar Wind, the disciple may attack with the speed of the sun’s rays. While in this stance and making a full attack, he may make two additional ranged weapon attacks using his full base attack bonus. This stance does not stack with other abilities that grant additional attacks on a full attack action.
9th LevelSpoiler Solar Wind Nova Solar Wind (Strike) Level: 9 Prerequisites: Four Solar Wind maneuvers Initiation Action: 1 standard action Range: 30ft Area: 30-ft-radius burst targeting an area within one range increment. Duration: Instant Saving Throw: Reflex (partial)
The true champion and master of the Solar Wind may unleash this devastating attack against all of his foes by unleashing his attack towards the sky where it splits apart into a deadly rain of phantom weapons and brilliant sunlight. The character makes a single attack against all foes within a 30ft radius of his targeted position using his highest base attack bonus. Each successful attack inflicts an additional 12d6 points of damage and forces the target to make a Reflex save (DC 19 + primary initiator attribute modifier) or be knocked prone from the awesome force of the attack. This is a supernatural ability.
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