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Tempest Gale


Like the whipping winds of a great storm front, the arrows, slings, bullets and thrown weapons of a Tempest Gale disciple reach out across the battlefield to find their target without error. Developed from the skills of masterful archers who used trick shots and careful aim to bring down their foes, Tempest Gale is a discipline that specializes in targeted shots that can disable or destroy any foe. Tempest Gale’s associated skill is Sleight of Hand, and its associated weapon groups are bows, crossbows, firearms, and thrown.

Some Tempest Gale maneuvers allow the disciple to make a ranged combat maneuver attempt. Treat this as a normal combat maneuver, except that it does not provoke attacks of opportunity and may be executed against any creature the disciple could attack with their weapon. If the target is a distance greater than one range increment, the normal penalty to attack rolls is instead applied to the combat maneuver attempt. In addition, while you maintain a Tempest Gale stance, you can retrieve unattended weapons as a free action, provided you are adjacent to the weapon at some point during turn (including as part of a move action).

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 Tempest Gale Maneuvers
ManeuverTypeDescription
Disarming ShotStrikeYour ranged attack attack allows you to make a ranged disarm attempt using Sleight of Hand in place of your CMB.
Distant GaleStrikeYour ranged attack deals +1 damage for every 20 feet between you and the target (maximum +5).
Eye of the NeedleBoostYour next ranged attack against an opponent engaged in melee gains a +4 bonus.
Galebreaker’s StanceStanceYour ranged attacks ignore wind effects and the wind wall spell.
Slipstream StrikeStrikeYour ranged attack ignores cover less than total cover.
Sniper’s Eye StanceStanceYou reduce the penalty for making attacks at multiple range increments, and gain a bonus on ranged combat maneuver attempts.

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Table: 2nd Level Tempest Gale Maneuvers
ManeuverTypeDescription
Deflecting ShotCounterMake a Sleight of Hand check to disarm an opponent attacking an ally within 30 feet.
Distracting DraftBoostMake a Sleight of Hand check in place of Bluff to feint against a creature at range. Your next ranged attack against that target deals +1d6 damage if successful.
Dustcatching BreezeStrikeYour ranged attack deals +2d6 damage and allows you to make a ranged dirty trick attempt using Sleight of Hand in place of your CMB.
Piercing ShotStrikeShoot your weapon in a 30-foot line, dealing 3d6 damage (Reflex half).
Sudden GustStrikeYour ranged attack deals +2d6 damage and allows you to make a ranged trip attempt using Sleight of Hand in place of your CMB.

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Table: 3rd Level Tempest Gale Maneuvers
ManeuverTypeDescription
Battering GaleStrikeYour ranged attack deals +3d6 damage and allows you to make a ranged bull rush attempt using Sleight of Hand in place of your CMB.
Cascading DraftBoostYour next ranged attack deals +2 damage for every 20 feet between you and the target (maximum +20).
Disarming BlastStrikeYour ranged attack deals +3d6 damage and allows you to make a ranged disarm attempt using Sleight of Hand in place of your CMB.
Tempest Gale StanceStanceYou add your initiation modifier to damage rolls with ranged weapons and gain a bonus on ranged combat maneuver attempts and the save DCs of Tempest Gale maneuvers equal to 1/4 your initiator level.

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Table: 4th Level Tempest Gale Maneuvers
ManeuverTypeDescription
Cutting GaleStrikeYour ranged attack deals +5d6 damage, automatically overcomes damage reduction, and may inflict a bleeding wound.
Exploding GaleStrikeYour ranged attack deals +4d6 damage and explodes outwards, the shrapnel dealing damage to adjacent creatures equal to your initiation modifier.
Iron WindStrikeYour ranged attack deals +4d6 damage and may stagger the target.
Wind TunnelBoostYour ranged attacks for one round do not take penalties for making attacks at multiple range increments.

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Table: 5th Level Tempest Gale Maneuvers
ManeuverTypeDescription
Blinding ShotStrikeYour ranged attack deals +5d6 damage and may blind the target.
Dancing Winds StanceStanceAs long as you move at least 10 feet in a round, you gain improved evasion and a 20% miss chance against all attacks.
False WindCounterMake a ranged attack against an opponent that attacks an ally. If it hits, the ally can move up to their speed, even if it isn’t their turn.
Grounding Shot
StrikeYour ranged attack deals +5d6 damage and if the target is flying, they must succeed at a Fly check opposed by your Sleight of Hand check or lose the ability to fly.
Piercing GaleStrikeShoot your weapon in a 50-foot line, dealing 10d6 damage (Reflex half). Creatures that fail their saves are knocked prone.

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Table: 6th Level Tempest Gale Maneuvers
ManeuverTypeDescription
Razor TempestStrikeYour ranged attack deals +8d6 damage and inflicts a bleeding wound.
Trick of the WindBoostUse Sleight of Hand check in place of attack roll for ranged attacks for one round.
Wind LanceStrikeYour ranged attack deals double damage, or triple damage if used at the end of a charge with a thrown weapon.
Winds of Vengeance StanceStanceYou can make additional attacks of opportunity equal to your initiation modifier and opponents that hit allies provoke a ranged attack of opportunity from you.

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Table: 7th Level Tempest Gale Maneuvers
ManeuverTypeDescription
Black WindStrikeShoot your weapon in a 50-foot line, dealing 15d6 damage (Reflex half). Creatures that fail their saves must also make a Fortitude save or become dazed for one round.
Hunting ZephyrStrikeYour ranged attack automatically hits and threatens a critical hit.
Punishing TempestBoostYour ranged attacks for one round allow you to make ranged bull rush attempts against the targets, using Sleight of Hand in place of your CMB.

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Table: 8th Level Tempest Gale Maneuvers
ManeuverTypeDescription
Breath Stealing WindStrikeYour ranged attack deals +10d6 damage and silences the target.
Eye of the StormStanceYou You add your initiation modifier to damage rolls with ranged weapons, ignore cover and concealment less than total, and ignore weather and winds on your attacks (including magical winds such as a wind wall spell).
Steel TornadoStrikeYour ranged attack deals +10d6 damage and allows you to make a ranged trip attempt using Sleight of Hand in place of your CMB. In addition, you can make a ranged disarm attempt against them for each item they are holding.

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Table: 9th Level Tempest Gale Maneuvers
ManeuverTypeDescription
Vicious Tempest VolleyStrikeYou make a full attack with your ranged weapon, with each hit dealing +2d6 damage and allowing you to make a ranged bull rush, dirty trick, disarm, sunder, or trip attempt using Sleight of Hand in place of your CMB.

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1st Level

Disarming Shot

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

DESCRIPTION

Your careful training allows you to fire shots from an unexpected angle and strike opponents where they least expect it, their weapons. Make a ranged attack. If it hits, it deals weapon damage as normal, and you can make a disarm attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This disarm attempt does not provoke an attack of opportunity.

Distant Gale

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

DESCRIPTION

Firing with the strength of the winds at your back, you unleash an attack that becomes more dangerous the more distance it travels. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional +1 point of damage for every 20 feet of distance between you and the target (up to a maximum of +5).

Eye of the Needle

Discipline: Tempest Gale (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

For most archers, an enemy engaged in melee is a difficult target at best, but for you a smaller target only presents greater opportunity. After you initiate this boost, your next ranged attack roll this round gains a +4 bonus if the target of the attack is engaged in melee.

Galebreaker’s Stance

Discipline: Tempest Gale (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Your ability to accurately read the wind allows you to fight effectively even in the most adverse conditions. While you maintain this stance, you do not take any penalties on ranged attacks due to high wind speed, and your ranged attacks ignore the wind wall spell and similar magical wind effects that would negatively affect them.

Slipstream Strike

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

DESCRIPTION

The most basic protection against an arrow is some form of cover, but you know many ways to negate this defense. Make a ranged attack, ignoring any cover bonuses to the target’s AC. If it hits, it deals weapon damage as normal.

Sniper’s Eye Stance

Discipline: Tempest Gale (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

As a tempest gale disciple, distance is no obstacle to you. While you maintain this stance, you reduce the total penalty from attacking creatures beyond your weapon’s first range increment by 2, and you gain a +2 bonus on combat maneuver checks made with ranged attacks. For every four initiator levels you possess, the penalty to ranged attacks lessens by another 2, and the bonus to ranged combat maneuver checks increases by +2.
2nd Level

Deflecting Shot

Discipline: Tempest Gale (Counter); Level: 2
Initiation Action: 1 immediate action
Range: 30′
Target: One creature
Duration: Instant

DESCRIPTION

You know well that a sudden shot can disrupt the enemy and remove a potential threat. You can initiate this counter in response to an attack being made against you or an ally within 30 feet of you. Make a ranged disarm attempt against the attacker, using a Sleight of Hand check in place of your combat maneuver check. If your disarm attempt is successful, the attack is negated (even if the weapon cannot actually be disarmed). This disarm attempt does not provoke an attack of opportunity.

Distracting Draft

Discipline: Tempest Gale (Boost); Level: 2
Initiation Action: 1 swift action
Range: Line of sight
Target: One creature
Duration: 1 round

DESCRIPTION

Your well placed shot can both hurt the enemy and put them off their guard. Make a ranged feint attempt against a creature you can see, using a Sleight of Hand check in place of the normal Bluff check. If your feint is successful, your next ranged attack against that target within one round deals an additional 1d6 points of damage.

Dustcatching Breeze

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

DESCRIPTION

You target your enemy with unscrupulous tactics, throwing them off balance and allowing your allies to seize the advantage. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and you can make a dirty trick attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check.

Piercing Shot

Discipline: Tempest Gale (Strike); Level: 2
Initiation Action: 1 standard action
Range: 30′ line
Target: Creatures in area
Duration: Instant

DESCRIPTION

The power behind your ranged attacks is such that they can strike through one foe to pierce another behind them. When you initiate this strike, you create a 30-foot line that deals 3d6 points of damage. Creatures caught in the line can make a Reflex save (DC 12 + your initiation modifier) to take half damage.

Sudden Gust

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

DESCRIPTION

Your placed shot can knock an enemy to the ground as easily as a mighty sword swing. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and you can make a trip attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This trip attempt does not provoke an attack of opportunity.
3rd Level

Battering Gale

Discipline: Tempest Gale (Strike); Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Your arrows strike with such force that they can drive back even the mightiest foes. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and you can make a bull rush attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This bull rush attempt does not provoke an attack of opportunity.

Cascading Draft

Discipline: Tempest Gale (Boost); Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

Reading the winds allows you to hit further and strike harder than any other martial artist. After you initiate this boost, your next ranged attack this round deals an additional +2 damage for every 20 feet of distance between you and the target (up to a maximum of +20 damage).

Disarming Blast

Discipline: Tempest Gale (Strike); Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

With a combination of might and skill, you fire a shot that hits with such force it disarms the enemy. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and you can make a disarm attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This disarm attempt does not provoke an attack of opportunity.

Tempest Gale Stance

Discipline: Tempest Gale (Stance); Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You move as swiftly as the wind, and strike with all the fury of the storm. While you maintain this stance, you add your initiation modifier to damage rolls made with ranged weapons and gain a bonus on ranged combat maneuver checks and the save DCs of Tempest Gale maneuvers you initiate equal to 1/4 your initiator level (minimum 1).
4th Level

Cutting Gale

Discipline: Tempest Gale (Strike); Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Your arrows leave wounds which bleed more fiercely than the pinpricks of a thousand lesser archers. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage and automatically overcomes damage reduction. In addition, a struck target must succeed at a Fortitude save (DC 14 + your initiation modifier) or take points of bleed damage equal to your initiation modifier. The target continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check.

Exploding Gale

Discipline: Tempest Gale (Strike); Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature and adjacent squares
Duration: Instant

DESCRIPTION

Even those who hide behind their fellows cannot save themselves from your deadly shots. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and sparks and shrapnel explode from the attack, dealing damage to creatures adjacent to the target equal to your initiation modifier. Creatures other than the primary target can make a Reflex save (DC 14 + your initiation modifier) to avoid the damage.

Iron Wind

Discipline: Tempest Gale (Strike); Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

A single powerful blow can leave an enemy reeling, and you excel at delivering such blows. Make a ranged attack. If it hits, it deal weapon damage as normal plus an additional 4d6 points of damage, and the target must succeed at a Fortitude save (DC 14 + your initiation modifier) or become staggered for a number of rounds equal to your initiation modifier.

Wind Tunnel

Discipline: Tempest Gale (Boost); Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

No foe can hide from your sharp eyes. After you initiate this boost, your ranged attacks for one round ignore any cover bonuses to the target’s AC, and you do not take penalties on attack rolls from attacking creatures beyond your weapon’s first range increment.
5th Level

Blinding Shot

Discipline: Tempest Gale (Strike); Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

With a skilled shot, you take your opponent’s sight, and with it, the threat they pose. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and the target must succeed at a Fortitude save (DC 15 + your initiation modifier) or become blinded for a number of rounds equal to your initiation modifier.

Dancing Winds Stance

Discipline: Tempest Gale (Stance); Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

The wind whips around you as you move, guarding you against attacks so long as you remain in motion. While you maintain this stance, in any round that you move at least 10 feet, you gain the benefits of the improved evasion ability and attacks made against you suffer a 20% miss chance until the start of your next turn.

False Wind

Discipline: Tempest Gale (Counter); Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 immediate action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

You unleash a rapid shot that distracts or disables an enemy, preventing them from harming you or your ally. You can initiate this counter in response to an attack being made against you or an ally by a creature you can see. Make a ranged attack against that creature. If it hits, it deals weapon damage as normal, and the ally targeted by the creature you attacked can move up to their speed as a free action, even if it isn’t their turn. This movement does not provoke attacks of opportunity.

Grounding Shot

Discipline: Tempest Gale (Strike); Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Your slings and arrows can bring down even the mightiest flyers, dropping them to the earth where their wings mean nothing. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and if the target of the attack is flying, they must succeed at a Fly check opposed by your Sleight of Hand check or lose their ability to fly for a number of rounds equal to your initiation modifier, falling to the ground and taking falling damage as normal.

Piercing Gale

Discipline: Tempest Gale (Strike); Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: 50′ line
Target: Creatures in line
Duration: Instant

DESCRIPTION

No foe can withstand the force of your weapons. When you initiate this maneuver, you create a 50-foot line that deals 10d6 points of damage. Creatures caught in the line can make a Reflex save (DC 15 + your initiation modifier) to take half damage. Any creature that fails its save is also knocked prone by the force of the attack.
6th Level

Razor Tempest

Discipline: Tempest Gale (Strike); Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One creature
Duration: Instant

DESCRIPTION

A scything wind seems to follow your attacks, leaving gashes that bleed profusely in the flesh of your enemy. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 8d6 points of damage and bleed damage equal to your initiation modifier. The target continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check.

Trick of the Wind

Discipline: Tempest Gale (Boost); Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

Your skill at reading the wind is such that the very air itself seems to bend to your will. After initiating this boost, you can make a Sleight of Hand check in place of ranged attack rolls for your ranged attacks this round. Any bonuses and penalties that would be applied to a normal attack roll, such as weapon enhancements, spell effects, or the penalties for fighting with two weapons or shooting into melee, are applied to the skill check as well.

Wind Lance

Discipline: Tempest Gale (Strike); Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One creature
Duration: Instant

DESCRIPTION

Your attacks strike with the force of a mounted cavalry charge. Make a ranged attack. If it hits, it deals deals double damage. If you make this attack with a thrown weapon at the end of a charge, the attack instead deals triple damage.

Winds of Vengeance Stance

Discipline: Tempest Gale (Stance); Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Every move that your enemies make is an opportunity for you, and one that you relish taking advantage of. While you maintain this stance, you can make a number of additional attacks of opportunity each round equal to your initiation modifier. This stacks with the Combat Reflexes feat and other effects that increase the number of attacks of opportunity you can make in a round. In addition, any time an enemy hits an ally within 60 feet of you with an attack, you can make an attack of opportunity against that enemy using a ranged weapon you are wielding. 
7th Level

Black Wind

Discipline: Tempest Gale (Strike); Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: 50′ line
Target: Creatures in line
Duration: Instant

DESCRIPTION

You unleash a mighty shot that thunders through enemy lines, knocking aside any in its path. When you initiate this maneuver, you create a 50-foot line that deals 15d6 points of damage. Creatures caught in the line can make a Reflex save (DC 17 + your initiation modifier) to take half damage. Any creature that fails its Reflex save must also succeed at a Fortitude save with the same DC or become dazed for one round.

Hunting Zephyr

Discipline: Tempest Gale (Strike); Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One creature
Duration: Instant

DESCRIPTION

As a master of the Tempest Gale, you never miss your mark; each shot is perfect. Make a ranged attack. This attack automatically hits, threatens a critical hit, and cannot be negated by a counter or other defensive ability activated as an immediate action (such as the emergency force sphere spell or a similar effect). It deals weapon damage as normal.

Punishing Tempest

Discipline: Tempest Gale (Boost); Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

Each shot you fire contains the force necessary to drive back even the sturdiest opponent, or knock them off their feet. After initiating this boost, whenever you hit a creature with a ranged attack for one round, you can make a bull rush attempt against that creature as a free action, using a Sleight of Hand check in place of your combat maneuver check. These bull rush attempts do not provoke an attack of opportunity.
8th Level

Breath Stealing Wind

Discipline: Tempest Gale (Strike); Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One creature
Duration: Instant

DESCRIPTION

You fire a single shot that steals the very breath from his target. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 10d6 points of damage, and the target must succeed at a Fortitude save (DC 18 + your initiation modifier) or become silenced (as the spell) for a number of rounds equal to your initiation modifier.

Eye of the Storm Stance

Discipline: Tempest Gale (Stance); Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Like the calm winds at the center of a hurricane, you are bastion of serenity on the chaos of the battlefield. While you maintain this stance, you add your initiation modifier to damage rolls made with ranged weapons, you do not take penalties on attack rolls from attacking creatures beyond your weapon’s first range increment, and ignore the effects of weather conditions and wind effect on your ranged attacks (including magical winds such as a wind wall spell). In addition, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment.

Steel Tornado

Discipline: Tempest Gale (Strike); Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged Attack
Target: One creature
Duration: Instant

DESCRIPTION

Your masterful shot spins your enemy around with incredible force, causing them to lose their grip and their balance. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional 10d6 points of damage, and you can make a trip attempt against the target as a free action. In addition, you can make a disarm attempt against the creature for each item it is holding or wielding. These combat maneuver attempts use a Sleight of Hand check in place of your combat maneuver check, and do not provoke attacks of opportunity.
9th Level

Vicious Tempest Volley

Discipline: Tempest Gale (Strike); Level: 9
Prerequisites: Four Tempest Gale maneuvers
Initiation Action: 1 full-round action
Range: Ranged Attack
Target: One or more creatures
Duration: Instant

DESCRIPTION

Unleashing the might of the winds to carry your attacks throughout the battlefield, you launch a hail of arrows, bolts, stones or weapons to devastate your enemies. Make a full attack with any ranged weapon you are wielding. Each attack deals an additional 2d6 points of damage, and any time you hit with an attack during this full attack, you can make a bull rush, dirty trick, disarm, sunder, or trip attempt against creature struck as a free action. These combat maneuver attempts use a Sleight of Hand check in place of your combat maneuver check, and do not provoke attacks of opportunity.
 
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