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Solar Wind

The Elements and Solar Wind
The traditionalists of the Solar Wind discipline teach their students that fire is the natural power of the sun, and while this art was developed in sunny mesas and rolling plateaus bathed in winds, there are other environments where the discipline was adapted. From the frozen fjords and frigid taigas comes the icy Glacial Frost variant (cold). From the tropical forests of the world comes the corrosive Virulent Spray variant (acid). Finally, hailing from stormy peaks of wave-tossed islands comes the electrical variant Oncoming Storm (electrical) variant. When a character possesses the Solar Wind discipline, they can decide which variant (if any) is used, changing the standard elemental damage type associated with Solar Wind to that of the variant chosen. This choice is made when the character gains access to the discipline—other variants can be learned whenever the character gains a level in a new class that possesses the Solar Wind martial discipline or through the Variable Wind feat.

The disciples of the Solar Wind learn their arts on the windy plains where they train to deliver deadly force and precision in any environment. 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 which shoot enemy missiles from the sky. Solar Wind’s associated skill is Perception and its weapon groups are bows, crossbows, firearms, and thrown.

The discipline of Solar Wind has many maneuvers that are considered to be supernatural abilities, and these maneuvers follow the same rules and restrictions.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Discipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline’s maneuver list.

Table: 1st Level Solar Wind Maneuvers
ManeuverTypeDescription
Curving Ray ShotStrikeRoll Perception check against target’s AC, negate cover for this attack.
Horizon Wind LancetBoostGive a single ranged attack a +1d6 damage bonus.
Phantom Sun StanceStanceGenerate phantom ammunition for ranged attacks by copying a single weapon, arrow, or bolt.
Solar StingStrikeTurn a piece of ammunition or a ranged weapon into a field of caltrops.
Stance of Piercing RaysStanceWhile in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of fire damage, +1d6/ eight initiator levels.
Steady HandBoostIncrease the range on a ranged attacks by +30 ft..

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Table: 2nd Level Solar Wind Maneuvers
ManeuverTypeDescription
Feel The WindBoostOvercome environmental difficulties for ranged combat.
Intercepting ShadeCounterMake an opposed attack against an incoming attack against you or nearby ally, success negates the attack.
Solar FlareStrikeMake a ranged attack and add +2d6 fire damage and ignore cover.
Solar LanceStrikeRanged attack that inflicts an additional 2d6 damage and allows for a bull rush attempt as part of the strike.

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Table: 3rd Level Solar Wind Maneuvers
ManeuverTypeDescription
Blinding Ray ShotStrikeRanged attack becomes infused with blinding light.
Phantom Wind RayBoostNext 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 ReflectionStrikeMake 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 StanceStanceMay make attacks while moving, +4 AC vs ranged attacks.

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Table: 4th Level Solar Wind Maneuvers
ManeuverTypeDescription
Dazzling Solar FlareStrikeMake a ranged attack against a foe, inflicts +4d6 points of fire damage and chance of dazing.
Disarming GustStrikeMake a ranged disarming attack the inflicts 3d6 points of damage to the target and disarms them.
Solar StormStrikeMake 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.
Searing BreakBoostAll ranged attacks gain +3d6 points of fire damage for the round.

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Table: 5th Level Solar Wind Maneuvers
ManeuverTypeDescription
Blinding The BullBoostAutomatically confirm a critical threat on a missile weapon attack.
Double Solar ReflectionStrikeShot 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 LanceStrikeMake an attack that if successful, inflicts an additional 5d6 points of damage and potentially pins target.
Solar Wind LancetBoostNext ranged attack gains +4d6 points of damage for the round, potentially knocks foe down.

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Table: 6th Level Solar Wind Maneuvers
ManeuverTypeDescription
Burning BreakBoostAll ranged attacks gain +5d6 points of fire damage for the round.
Solar Meteor BlowStrikeHigh fired shot that when it lands on target inflicting +6d6 points of damage and creates a massive gust of wind capable of knocking surrounding foes down.
True Shot StanceStanceIgnore concealment, double the threat range on ranged attacks.
Twisting Wind ShotStrikeMake a ranged attack, successful attack is treated as a critical hit.

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Table: 7th Level Solar Wind Maneuvers
ManeuverTypeDescription
Phantom SunstormBoostCreates a hail of quasi- real weapons that strike with the real one, causing maximum damage on a single attack
Stunning Solar FlareStrikeMake 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 ReflectionStrikeShot 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.

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Table: 8th Level Solar Wind Maneuvers
ManeuverTypeDescription
Aurora BreakBoostAll ranged attacks gain +8d6 points of fire damage for the round.
Solar Hailstorm StanceStanceGain 2 extra attacks on any full round attack with a ranged weapon and add initiator attribute modifier to damage rolls.
Solar Wind TsunamiStrikeWith 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.

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Table: 9th Level Solar Wind Maneuvers
ManeuverTypeDescription
Solar Wind NovaStrikeFire 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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The Solar Wind Discipline

Curving Ray Shot

Discipline: Solar Wind (Strike); Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple’s keen eyes allow him to fire his weapon around his foe’s cover. The initiator makes an opposed Perception check against target’s armor class before making a single ranged attack; if successful then the foe’s cover is negated.

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Horizon Wind Lancet

Discipline: Solar Wind (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

The tenets of the Solar Wind have taught the disciple how to place more force behind his attacks. The initiator inflicts an additional 1d6 points of damage on a single ranged attack he makes this round. If the initiator is making multiple attacks in this round, this bonus applies to the first attack the initiator makes.

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Phantom Sun Stance

Discipline: Solar Wind (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

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 initiator may make semi-real copies of arrows, bolts, bullets, or throwing weapons by willing them into existing as a free action while possessing at least one of the above on his person. Weapons that need reloading, such as crossbows and firearms, are fully reloaded as a move action (and if the character possesses the Rapid Reload feat, he may reload as a swift action). Magical properties, alchemical properties, or special materials of the ammunition are not copied, only the base properties of the ammunition (as if they were made of mundane steel with no special abilities or properties). Once the ammunition has been used, it disappears immediately after the attack. If the bow, firearm, sling, or cross bow making the attack has magical properties these are bestowed upon the ammunition. Thrown weapons copied by this stance are duplicates of the original, but do not manifest the material portion of the weapon, only it’s magical enhancements. Once these weapons are used, they fade away immediately after use. This is a supernatural ability.

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Solar Sting

Discipline: Solar Wind (Strike); Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: 10-ft. by 10-ft. square
Duration: 1 round / 2 initiator levels

DESCRIPTION

The Solar Wind disciple readies his attack and launches it into the sky. The weapon crashes down into the targeted area and creates a semi-real field of phantom caltrops. The initiator chooses a target area within range of his ranged attack, and makes an attack roll to hit that location (AC 5 plus any range penalties). The target area (one 10-ft. by 10-ft. square) becomes covered with phantom caltrops of softly glowing light that cause the area to be considered difficult terrain and act as vicious caltrops, using the initiator’s initiation modifier as their attack bonus and inflicting 1d2 points of damage and halving the base speed of any they manage to hit. Targets are denied their armor bonus, shield bonus, and deflection bonus to AC against this attack, but if they’re wearing boots or heavy foot gear they have a +2 armor bonus to their AC against this attack.

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Stance of Piercing Rays

Discipline: Solar Wind (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

A Solar Wind disciple learns to cause his ammunition to pierce like the burning rays of the sun itself. While in this stance, the initiator’s ranged attacks inflict an additional 1d6 points of fire damage. This bonus damage increases by an additional 1d6 points of fire damage every eight initiator levels. This is a supernatural ability.

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Steady Hand

Discipline: Solar Wind (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

DESCRIPTION

The disciple’s limbs and muscles are strong and wise with the knowledge of weapons in flight. As a swift action, the initiator may increase the range of his ranged attacks by an additional 30-ft. for the first range increment (first increment only) for one round.

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Feel The Wind

Discipline: Solar Wind (Boost); Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

DESCRIPTION

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 initiator may ignore environmental variables such as high winds and storm and rain that would cause the initiator to suffer penalties to his attack rolls, magically created (such as wall of wind or control weather or naturally caused such as in a gale force wind), when making ranged attacks for one round. This is a supernatural ability.

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Intercepting Shade

Discipline: Solar Wind (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal, or weapon’s first range increment
Target: You or ally
Duration: Instant

DESCRIPTION

Sometimes a good offense can be used as a good defense, so the Solar Wind discipline learns, as he uses his range to dissuade attacks by his sheer skill and exceptional aim. The initiator makes an opposed attack roll against his foe’s attack roll on an incoming attack (such as an arrow or thrown weapon, a charging barbarian, or a skillful slash from a sword, but not a spell or similar attack) targeting himself or an ally he can see within his weapon’s first range increment; if successful then the attack is negated.

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Solar Lance

Discipline: Solar Wind (Strike); Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple focuses his energies into his weapon and lets loose a powerful shot in a gusting wind. The initiator makes a ranged attack against his foe and if successful, the attack inflicts an additional 2d6 points of damage. The force of the wind that accompanies this blow is enough to potentially bull rush an opponent, allowing the initiator to make a free bull rush attempt as part of this attack, using his initiation modifier to calculate his CMB for the attempt with a +2 circumstance bonus. This is a supernatural ability.

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Solar Flare

Discipline: Solar Wind (Strike); Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Where the light of the sun touches, so does the burning reach of the Solar Wind disciple, allowing him to curve his weapons around impossible angles. The initiator makes a ranged attack against a target creature, and this attack ignores any cover defense that the creature possesses and inflicts an additional 2d6 points of fire damage. This is a supernatural ability.

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Blinding Ray Shot

Discipline: Solar Wind (Strike); Level: 3
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant, 1d4 rounds

DESCRIPTION

The disciple wraps incandescent light with the brightness of the midday sun around his weapon and lets fly at an opponent. The initiator makes an attack against a target creature and if successful, the target is blinded for 1d4 rounds. This is a supernatural ability.

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Phantom Wind Ray

Discipline: Solar Wind (Boost); Level: 3
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

The disciple’s knowledge of the desert mirages caused by the sun grants him the ability to obscure his attacks, using gaps in a foe’s perception. The target must make a Perception check opposed by the initiator’s next attack roll against the target; if the Perception check fails then he is caught flat-footed against the attack and the attack is resolved against his flat-footed armor class. This is a supernatural ability.

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Solar Reflection

Discipline: Solar Wind (Strike); Level: 3
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or two targets, see description
Duration: Instant

DESCRIPTION

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 initiator makes a single ranged attack roll and if this roll is successful, he may apply this same attack roll against another opponent within 20-ft. of the first. This strike inflicts an additional 2d6 points of damage to the first target, and normal damage to the second target. Each reflection attack is considered a separate attack for the purposes of determining the effectiveness of single attack boosting abilities, such as boosts that affect one attack or spells like true strike. If the ammunition had special properties, the ammunition retains its properties on each attack until the strike ends.

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Sunwalker Stance

Discipline: Solar Wind (Stance); Level: 3
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

Using the hunting techniques of the ancient days of the White Steppes, the Solar Wind disciple hunts on the move, making attacks while chasing down his prey. The initiator gains the benefits of the Shot on the Run feat (As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement) while in this stance (he does not need to meet the prerequisites of this feat), and he gains a +2 circumstance bonus to his armor class against attacks if he moves more than 10-ft. during his turn.

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Dazzling Solar Flare

Discipline: Solar Wind (Strike); Level: 4
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: 1d4 rounds
Saving Throw: Fortitude, partial

DESCRIPTION

With swift and deadly precision, the disciple attacks with the force of the scorching sun. The initiator makes a ranged attack against a foe, and if successful the attack inflicts an additional 4d6 points of fire damage and dazes the target on a failed Fortitude saving throw (DC 14 + initiation modifier) for 1d4 rounds. If the save is successful, the target is dazzled instead for one round. This is a supernatural ability.

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Disarming Gust

Discipline: Solar Wind (Strike); Level: 4
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

A swift breeze and an explosion of agony is what the enemy of the disciple knows when this strike is used in battle as his sword hand is struck by the disciple’s skillful attack. The initiator makes a ranged attack against the target’s CMD using his initiation modifier to calculate his CMB in place of his Strength or Dexterity modifier (initiator’s choice). The initiator also gains a +2 circumstance bonus to the CMD check. If successful, he inflicts 3d6 points of damage and the target is successfully disarmed.

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Searing Break

Discipline: Solar Wind (Boost); Level: 4
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

DESCRIPTION

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 initiator may add an additional 3d6 points of fire damage on all ranged attack for one round. This is a supernatural ability.

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Solar Storm

Discipline: Solar Wind (Strike); Level: 4
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature or 5-ft. space
Duration: 1d6 rounds
Saving Throw: Reflex negates

By wrapping the winds of tornadic force around his weapon and attacking a foe or the ground at a target’s feet, the Solar Wind disciple may cause a brief tornado to wrap around a target and both shield and limit their abilities. The initiator makes an attack against either a target creature (inflicting damage as normal) or at the ground at a target creature’s feet (friend or foe). The 5-ft. square that the target occupies or the targeted 5-ft. space itself becomes wrapped in a sheath of swirling tornado-like winds. The subject of this cannot be targeted by missile weapons of any kind (but spells can target him as normal) nor can the initiator make ranged attacks out of this storm (but spells may be cast as normal). If the creature tries to leave the area of effect of this maneuver, he must make a Reflex save (DC 14 + initiation modifier) or be forced to stay in that space, unable to make a move action or free 5-ft. step out of that space. If he succeeds or if the duration of 1d6 rounds expires, then the winds are dispersed and the target may act as normal. This is a supernatural ability.

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Blinding The Bull

Discipline: Solar Wind (Boost); Level: 5
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Instant

DESCRIPTION

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 initiator may use this boost to automatically confirm a critical threat he has made on a ranged attack.

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Double Solar Reflection

Discipline: Solar Wind (Strike); Level: 5
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: Up to three creatures, see description
Duration: Instant

DESCRIPTION

The disciple of the Solar Wind may bend and reflect his missile weapons as an illusionist may bend and reflect light with mirrors. The initiator makes a single ranged attack roll and if this roll is successful, he may apply this same attack roll against another opponent within 20-ft. of the first, and if this is also successful, he may use the same attack roll to strike a third target no farther than 20-ft. away (but not the original target). This strike inflicts an additional +4d6 points to the first target, +2d6 points of damage to the second, and normal damage to the third target. Each reflection attack is considered a separate attack for the purposes of determining the effectiveness of single attack boosting abilities, such as boosts that affect one attack or spells like true strike. If the ammunition had special properties, the ammunition retains its properties on each attack until the strike ends.

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Focused Solar Lance

Discipline: Solar Wind (Strike); Level: 5
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Duration: Instant

DESCRIPTION

The disciple raises his deadly weapon and lets loose an attack so powerful as to pin a target to the ground with a hurricane force wind. The initiator makes a ranged attack on a target and if successful, inflicts an additional 4d6 points of damage from the excessive force of the hit. Additionally, upon a successful hit, the initiator may make an immediate CMB check using his initiation modifier in place of Strength or Dexterity with a +2 circumstance bonus against the target’s CMD. If this check is successful, the target is either pinned to the ground beneath him and is knocked prone and considered pinned, or is attached to a wall or tree or other object within a straight line of fire from the initiator and is considered pinned there if the target is within 5-ft. of said object or wall. Targets may not be pinned to other creatures. This maneuver does not function against flying targets.

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Solar Wind Lancet

Discipline: Solar Wind (Boost); Level: 5
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: One turn
Saving Throw: Fortitude partial

DESCRIPTION

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 initiator makes inflicts an additional 4d6 points of damage upon a successful attack and potentially knocks his target prone (a successful DC 15 + initiation modifier Fortitude save negates being knocked prone). This is a supernatural ability.

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Burning Break

Discipline: Solar Wind (Boost); Level: 6
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

DESCRIPTION

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 attacks made by the initiator this round inflict an additional 5d6 points of fire damage. This is a supernatural ability.

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Solar Meteor Blow

Discipline: Solar Wind (Strike); Level: 6
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature or space, then a 15-ft. radius for the air blast
Duration: Instant
Saving Throw: Fortitude (partial, negates)

DESCRIPTION

The disciple of the Solar Wind wraps the force of a hurricane around his weapon before launching it high into the air to have it crash down amongst his enemies, scattering them to the ground. The initiator makes an attack against either a target creature inflicting an additional 6d6 damage to the target or at the ground at a target creature’s feet. The 5-ft. square that the target occupies or the targeted 5-ft. space itself immediately sets of a powerful wave of air that potentially knocks enemies prone within a 15-ft. radius of the target on a failed Fortitude saving throw (DC 16 + initiation modifier; this including the target, who suffers a -4 penalty to this saving throw). This is a supernatural ability.

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True Shot Stance

Discipline: Solar Wind (Stance); Level: 6
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The Solar Wind disciple has honed his incredible senses and while in this stance uses his inner vision to strike his foes with his most deadly attacks. While in this stance, the initiator ignores a foe’s partial concealment or any cover and he doubles the critical threat range on any ranged weapon he uses. Other effects that increase critical threat range, such as a keen weapon, do not stack with this effect.

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Twisting Wind Shot

Discipline: Solar Wind (Strike); Level: 6
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

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 an attack roll against a foe which if successful inflicts damage as if the weapon had scored a critical hit, multiplying damage accordingly. This strike does count as a critical hit for the purposes of applying bonuses that activate with a successful critical hit, such as with critical feats. If the initiator scores a successful critical hit when initiating this strike, then the target is dazed for one round from the power of the attack.

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Phantom Sunstorm

Discipline: Solar Wind (Boost); Level: 7
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 swift action
Range: One ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

The disciple draws back one weapon and lets loose with a hundred. The initiator creates dozens of phantom weapons that cause very real injuries in addition to the one real weapon used in the attack. The initiator initiates this boost as part of an attack or strike. If the attack is successful, then it inflicts maximum damage. This is a supernatural ability.

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Stunning Solar Flare

Discipline: Solar Wind (Strike); Level: 7
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

The Solar Wind disciple can steal the fight from an enemy with a single attack, such is his great skill. The initiator 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 + initiation modifier) for 1d3 rounds.

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Triple Solar Reflection

Discipline: Solar Wind (Strike); Level: 7
Prerequisite(s): Two Solar Wind maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: Up to four creatures, see description
Duration: Instant

DESCRIPTION

The Solar Wind disciple has mastered the art of the ricochet shot and may target up to four attackers. The initiator makes a single ranged attack roll and if this roll is successful, he may apply this same attack roll against another opponent within 20-ft. of the first, and if this is also successful, he may use the same attack roll to strike a third target no farther than 20- ft. away (but not the original target), and again on a fourth target no farther than 20-ft. from the last. This strike inflicts an additional +6d6 points to the first target, +4d6 points of damage to the second, +2d6 on the third, and normal damage to the fourth, and final, target. Each reflection attack is considered a separate attack for the purposes of determining the effectiveness of single attack boosting abilities, such as boosts that affect one attack or spells like true strike. If the ammunition had special properties, the ammunition retains its properties on each attack until the strike ends.

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Aurora Break

Discipline: Solar Wind (Boost); Level: 8
Prerequisite(s): Three Solar Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

DESCRIPTION

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 initiator inflict an additional 8d6 points of fire damage for the round. This is a supernatural ability.

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Solar Hailstorm Stance

Discipline: Solar Wind (Stance); Level: 8
Prerequisite(s): Three Solar Wind maneuvers
Initiation Action: 1 swift action
Range: personal
Target: You
Duration: Stance

DESCRIPTION

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 and he may add his initiation modifier to damage on these attacks. This is a supernatural ability.

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Solar Wind Tsunami

Discipline: Solar Wind (Strike); Level: 8
Prerequisite(s): Three Solar Wind maneuvers
Initiation Action: 1 standard action
Range: 60-ft. Area: Cone shaped
Duration: Instant
Saving Throw: Reflex half

DESCRIPTION

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 initiator creates a 60-ft. 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 + initiation modifier) to take half damage. The initiator need not loose his projectile weapon as part of this attack, retaining it to use at a later time. This is a supernatural ability.

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Solar Wind Nova

Discipline: Solar Wind (Strike); Level: 9
Prerequisite(s): Four Solar Wind maneuvers
Initiation Action: 1 standard action
Range: Close (25-ft. + 5-ft. / 2 levels)
Area: 20-ft. burst effect on targeted area or creature
Target: All targets within area of effect
Duration: Instant
Saving Throw: Reflex partial

DESCRIPTION

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 initiator picks a target creature or area as if he were using a grenade like weapon and a 20-ft. burst of burning phantom ammunition crashes down on this area, inflicting 10d6 points of damage and 10d6 points of fire damage. The targets in the area of effect may make a Reflex save (DC 19 + initiation modifier) to reduce the damage by half. On a failed save, the targets are knocked prone from the force of the attack. This maneuver creates its own ammunition.

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