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Thread: Solar Wind (BETA)

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    Solar Wind (BETA)

    Solar Wind (ranged style) (WL, Stk)

    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. Associated Skill is Spot and its weapons are longbow (and comp), shortbow (and comp), boomerang, throwing dagger, sling, and throwing axe. (Sidebar is needed for Mounted Archery combat with Solar Wind, perhaps a Metastyle Feat for Shatterdown Lancer and Solar Wind together)

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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 Spot check against target's AC, negate cover for this attack.

    2nd Level
    Feel the Wind- Boost- For one round your weapons threat ranged is doubled.
    Solar Flare- Strike- make a ranged attack and add +2d6 to damage.
    Intercepting Shade- Counter- make an opposed attack against an incoming ranged weapon attack. If you roll is equal or more the attack is negated.

    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- your next ranged attack will have a phantom weapon, this forces the foe to make a perception check or target is flat footed for this attack.

    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.
    Breaking the Rhythm- Strike- Make a ranged attack against a foe, inflicts +4d6 points of damage and chance of dazing.
    Piercing Wind Break- Strike- Make a Spot 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.

    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 - Ranged attack roll sets Reflex Save in line with a range of 60ft. Deals 6d6 + weapon damage to all in line. Reflex for half.
    Solar Wind Lancet - Boost - All ranged attacks gain +2d6 points of damage for the round.

    6th Level
    Fourth Solar 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 melee attack and a spot check, add double your roll to damage for this attack.
    True Shot Stance - Stance - Ignore concealment, double the threat range on your bow. This stacks with feats/magic properties that do the same.

    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
    Shatter the Rhythm- 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- Ranged attack roll sets Reflex Save in cone with a range of 60ft. Deals 12d6 + weapon damage to all in line. Reflex for half.
    Aurora Break - Boost - All ranged attacks gain +4d6 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 melee attack for all enemies within 30ft,each attack inflicts an additional +8d6 damage and on failed Reflex they are knocked prone.

  3. #3
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    Solar Wind Maneuvers

    1st Level
    Stance of Piercing Rays
    Solar Wind (Stance)
    Level:
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Your arrows pierce like the ray of the sun itself. While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of damage.

    Double Solar Shot
    Solar Wind (Strike)
    Level:
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: Two creature
    Duration: One round

    You fire two arrows at the same time. Make a ranged attack against two enemies that are less than 10ft apart as a single attack.


    Horizon Wind Lancet
    Solar Wind (Boost)
    Level:
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: One round

    You have learned to fire your weapon with the wind causing more damage. Make a single ranged attack a +1d6 damage bonus.

    Curving Ray Shot
    Solar Wind (Strike)
    Level:
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    Your keen eyes allow you to fire your weapon around your foes cover. Roll Spot check against target's AC, if higher or equal to your foes AC ,negate cover for this attack.

    2nd Level

    Feel the Wind
    Solar Wind (Boost)
    Level:
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Durationne round

    Your knowledge of the wind stream grant you the ability to cause more damage by firing with the wind. For one round your weapons threat ranged is doubled.


    Solar Flare
    Solar Wind (Strike)
    Level:
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    You weapon is blessed by the suns power. Make a ranged attack and add +2d6 to damage.

    Intercepting Shade
    Solar Wind (Counter)
    Level:
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instant

    You have trained yourself to block incoming ranged attacks by shooting them out of the air. Make an opposed attack against an incoming ranged weapon attack. If you roll is equal or more the attack is negated.

    3rd Level

    Sunwalker Stance
    Solar Wind (Stance)
    Level:
    Prerequisites: One Solar Wind maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Your life on the plains has trained you to attack while moving. May make attacks while moving, +2 AC vs ranged attacks.

    Solar Reflection
    Solar Wind (Strike)
    Level:
    Prerequisites: One Solar Wind maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One/two creature , see description
    Duration: Instant

    During battle you have learned to bounce your weapon off your foe. 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
    Solar Wind (Strike)
    Level:
    Prerequisites: One Solar Wind maneuver
    Initiation Action: 1 standard action
    Range: Personal
    Target: You
    Duration: Instant

    Your knowledge of mirages caused by the sun grants your weapon a phantom weapon. Your next ranged attack will have a phantom weapon, this forces the foe to make a perception check or target is flat footed for this attack.

    4th Level

    Solar Prominence
    Solar Wind (Strike)
    Level:
    Prerequisites: One Solar Wind maneuver
    Initiation Action: 1 standard action
    Range: 30 ft
    Target: Three creatures
    Duration: Instant

    Your knowledge of battle allows you to fire/throw three weapons at once. Make a ranged attack against three enemies, no two that are less than 10ft apart as a single attack with a +2d6 damage bonus

    Breaking the Rhythm
    Solar Wind (Strike)
    Level:
    Prerequisites: One Solar Wind maneuver
    Initiation Action: 1 standard action
    Range: 30 ft
    Target: One creature
    Duration: Instant

    Your precision with your weapon can cause your foe to be temporary paralyzed. Make a ranged attack against a foe, inflicts +4d6 points of damage and chance of dazing.

    Piercing Wind Break
    Solar Wind (Strike)
    Level:
    Prerequisites: One Solar Wind maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instant

    Your weapon is fired/thrown with such force as to catch your foe off guard. Make a Spot 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.

    5th Level

    Double Solar Reflection
    Solar Wind (Strike)
    Level:
    Prerequisites: Two Solar Wind maneuvers
    Initiation Action: 1 standard action
    Range: 30 ft
    Target: One/three creatures, see description
    Duration: Instant

    Your skill with your weapon has increased allowing you to hit more foe this a single shot. 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
    Solar Wind (Strike)
    Level:
    Prerequisites: Two Solar Wind maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: One round
    Save: Reflex for half

    You fire/throw your weapon in a straight line with the force of the sun itself. Ranged attack roll sets Reflex Save in line with a range of 60ft. Deals 6d6 + weapon damage to all in line. Reflex for half.

    Solar Wind Lancet
    Solar Wind (Boost)
    Level:
    Prerequisites: Two Solar Wind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: One creature
    Duration: Instant

    By firing/throwing with all your force all ranged attacks gain +2d6 points of damage for the round.

    6th Level

    Fourth Solar Prominence
    Solar Wind (Strike)
    Level:
    Prerequisites: Two Solar Wind maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: Four creature
    Duration: Instant

    You fire/throw a hail of weapons at your foes. 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
    Solar Wind (Strike)
    Level:
    Prerequisites: Two Solar Wind maneuvers
    Initiation Action: 1 standard action
    Range: 30 ft
    Target: one creature
    Duration: Instant

    Your keen sense of sight allow you to hit your foe in a weak point in his defenses. Make a ranged melee attack and a spot check, add double your roll to damage for this attack.

    True Shot Stance
    Solar Wind (Stance)
    Level:
    Prerequisites: Two Solar Wind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You have train yourself to use the wind to hit your foes even while behind cover. Ignore concealment, double the threat range on your bow. This stacks with feats/magic properties that do the same.


    7th Level

    Triple Solar Reflection
    Solar Wind (Strike)
    Level:
    Prerequisites: Two Solar Wind maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One/four creatures, see description
    Duration: Instant

    You have mastered the art of the ricocheting your weapons off your foes for maximum damage. 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
    Solar Wind (Boost)
    Level:
    Prerequisites: Two Solar Wind maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: One creature
    Duration: Instant

    You have mastered the art of the weapon mirage and can create almost real weapons from the suns mirages. Creates a hail of quasi-real weapons that strike with the real one, causing maximum double base weapon damage on a single attack

    Shatter the Rhythm
    Solar Wind (Strike)
    Level:
    Prerequisites: Two Solar Wind maneuvers
    Initiation Action: 1 standard action
    Range: 30 ft
    Target: One creature
    Duration: Instant

    You have found a way of stunning your foe by hitting them with a precise shot. 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
    Solar Wind (Strike)
    Level:
    Prerequisites: Three Solar Wind maneuvers
    Initiation Action: 1 standard action
    Range: ranged attack
    Target: One creature
    Duration: Instant
    Save: Reflex for half

    You fire/throw a barrage of weapon at all foe. Ranged attack roll sets Reflex Save in cone with a range of 60ft. Deals 12d6 + weapon damage to all in line. Reflex for half.

    Aurora Break
    Solar Wind (Boost)
    Level:
    Prerequisites: Three Solar Wind maneuvers
    Initiation Action: 1 swift action
    Range: personal
    Target: You
    Duration: One round

    By focusing your power into your attack all ranged attacks gain +4d6 points of damage for the round.

    Solar Hailstorm Stance
    Solar Wind (Stance)
    Level:
    Prerequisites: Three Solar Wind maneuvers
    Initiation Action: 1 swift action
    Range: personal
    Target: You
    Duration: Stance

    You channel the flow of the wind to increase the speed of your attacks. Gain 2 extra attacks on any full round attack with a ranged weapon.

    9th Level

    Solar Wind Nova
    Solar Wind (Strike)
    Level:
    Prerequisites: Four Solar Wind maneuvers
    Initiation Action: 1 standard action
    Range: 30ft
    Area: 30-ft-radius burst centered on you
    Duration: Instant
    Saving Throw: Reflex negates prone

    You have become a master of the wind and the sun allowing you to unleash it power to all enemies around him. Make a ranged melee attack for all enemies within 30ft,each attack inflicts an additional +8d6 damage and on failed Reflex they are knocked prone.

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