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View Full Version : [3.5/PF] Solar Wind, an archer / thrown weapon discipline [LoB/ToB, Discipline]



ErrantX
2011-03-31, 05:38 PM
Solar Wind

http://i262.photobucket.com/albums/ii99/lythonv66/Exalted_2nd_Ed__Jade_South_by_UdonCrew.png

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.]

ErrantX
2011-03-31, 05:39 PM
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.

ErrantX
2011-03-31, 05:42 PM
Solar Wind Maneuvers

1st Level

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 Level

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 Level

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 Level

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 Level

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 Level

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 Level

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 Level

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 Level

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.

ErrantX
2011-03-31, 05:47 PM
Alright, PEACH away. Please read the Compatibility Note in the first post for use with 3.5 / Tome of Battle. This discipline is for the Libram of Battle, link to it's main page is in my signature, a replacement book for martial adept / martial initiators.

Let me know what you see in here. Is too strong? Too weak? Too weird? Spelling/grammar of course, what do you like about it? What don't you like about it? Would you use it, yes or no? Why? Things like that.

Alright, thank you all for reading!
-X

Lateral
2011-03-31, 06:01 PM
All right, let's go through.

1st Level

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.
I don't see anything wrong with this; Punishing Stance, but less damage and no penalty. A little boring, but balanced.

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.
Basically a ranged Steel Wind. Again, nothing special, but good.

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.
Ehh. It's okay, I guess, but Stance of Piercing Rays crushes it. Never mind, didn't see that it's a boost. :smallredface: It's pretty good for adding some extra damage, but it might be nice if you could get some comboing with Double Solar Shot by making it all ranged attacks. That might be a bit over-the-top, but I don't think it will, since you'll have swapped this before you get multiple attacks on a full attack.

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 cover is negated.
Situational, but useful at lower levels. Doesn't hold up past the early levels, though.

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 for one round.
Can be useful, but not that great except for short-ranged thrown weapons. I'd make the bonus range less static. Is this increased range on every increment, or is it after increments?

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. Magical properties of the ammunition are not copied, only the base properties of the ammunition. Once the ammunition has been used, it disappears immediately after the attack. This is a supernatural ability.

Useful at early levels where you won't have enough ammo occasionally, but near-useless otherwise. I'd pass, unless this duplicates special weapon types like Silver or Adamantine. If it does, I might take it.

2nd Level

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.
Fixed that for ya. It's situationally useful, but those situations are reasonably common. I might take it.

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 cover defense that the creature possesses and inflicts an additional 2d6 points of damage.
Not bad. Not bad at all.

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 weapon attack (such as an arrow or thrown weapon, but not a spell or similar attack) targeting himself or an ally he can see within his weapon’s range; if successful then the attack is negated.
Situational, and a bit weak. Sensing a pattern here?

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.
Ooh, shiny. I like it, but it's a little short-range. I'd up the range, and maybe the save DC by a bit so it scales better at higher levels.

3rd Level

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 circumstance bonus to his armor class against ranged attacks if he moves more than 10ft during his turn.
It's okay, but Shot on the Run isn't exactly a very good feat. It's not bad, but I don't think it's really worth a 3rd-level stance slot.

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 successful attacks.
The wording's confusing. Do both attacks do +2d6 damage, or just the second one?

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.
Pretty nice, in combination with high-level maneuvers and, say, some Sneak Attack. I'd take it.

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

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 is blinded for 1d4 rounds. This is a supernatural ability.
Very nice. Blinding's a powerful effect.

4th Level

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 ranged attack against three separate enemies, no two of which can be more than 10ft apart, as a single attack and if successful, it inflicts an additional +2d6 points of damage.
Are all attacks done with the same roll? It's not clear. Other than that, it looks good. A lot of attacks, but that's a good thing, and it deals good damage to all of them too.

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: 1d4 rounds
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 dazes the target on a failed Fortitude saving throw (DC 14 + primary initiator attribute modifier.)
Umm. Dazing for 1d4 rounds is a bit much, don't ya think? Dazing's usually only for one round. Maybe 1d3 rounds at the most, but dealing +4d6 and dazing for 1d4 rounds is too powerful at this level. Also, is the +4d6 only on a failed save, or not?

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.
This, on the other hand, is just perfect. It does make last level's Phantom Wind Strike a bit redundant, but only a bit. You can't use this every turn, after all, and the other's a boost.

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 potentially knocks his target down (a successful DC 14 + primary initiator attribute modifier Fortitude save negates the knock down effect).
Specify that it knocks them prone. Just a minor nitpick. Other than that, it's very powerful. (I need to look at these more carefully; I almost rated it badly because I thought it was a strike. :smallredface:)

5th Level

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.
I'm not seeing an advantage over Solar Prominence. The bonus damage for both adds up to 6d6, and this is contingent on all attacks hitting.

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.
Ooh, very shiny. I like this a lot.

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.
Nice. Very, very nice.

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.
Useful, but not mind-blowing.

6th Level

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.
Upgraded Solar Prominence. 'S good.

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 weapon damage.
Wow. That Perception check is often going to be far, far higher than what you would have inflicted with that 1d8 from that longbow. (I'm assuming it would be a Spot check for 3.5 (I don't play PF), and that skills work the same way as 3.5.)

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 does stack with keen edge and such, correct? This is a very effective stance if it does, but not if it doesn't, so I'll assume it does stack.

Burning Break
Solar Wind (Stance)
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.
Nice. Good upgrade to Searing Break.

7th Level

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.
Again, not sure what the advantage is over Solar Nova Prominence.

Phantom Sunstorm
Solar Wind (Boost)
Level: 7
Prerequisites: Two Solar Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Instant

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. The character must make a successful attack roll on a target and use of this boost causes the attack to inflict maximum damage. This is a supernatural ability.
Max damage with all those d6's this discipline is stacking on there is very nice. I like it.

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
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).
How long are they stunned for? This is insanely powerful as written, since it technically stuns them forever.

8th Level

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.
Oof. That's a strong defensive attack, right there, and it works.

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.
Another upgrade to Searing Break. Still doing massive damage, still perfectly viable.

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.
Can I say, 'Yes,' strongly enough?

9th Level

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 centered on the initiator
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 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.
VERY POWERFUL, THIS IS. Nom.

Okay, seriously now. It's a very, very powerful attack, but it's a bit shortrange. I'd maybe think about making it not have to be centered on the initiator, and instead center within one range increment of the initiator instead.

I'll finish sometime tonight or tomorrow. So far, I'm seeing a lot of situational maneuvers that don't scale well, but there are some solid ones too.

Edit: Okay, done. Most of the situational maneuvers are gone by maneuver level 3, so it's not really a problem. It looks solid to me, and most of what I did was nitpicking.

Hey, maybe I should go dig up that Soulbow/Swordsage build I made a couple months ago.

ErrantX
2011-03-31, 06:32 PM
@Lateral: Forgive me if this sounds rude, because it's totally not intentional, but do you know how maneuvers and their power level scaling works?

Low level maneuvers don't scale well intentionally because the martial adept trades them out as he levels, dropping one every even level starting at level 4. So as you level, those lower level abilities that don't scale well go away and are replaced with bigger and better versions of similar things. Same goes with the saving throw DC's. Heck, those are the same formulas for saving throw DC's as every other type of ability (spells, powers, etc etc). So those go up as well. You may start with a bunch of n00b maneuvers, but as you level, they get stronger when you trade them out for bigger and better.

Also, boosts and stances can be used concurrently. Example, first level stance Stance of Piercing Rays when used in conjunction with Horizon Wind Lancet adds a total of 2d6 points of damage to a ranged attack, and that's nothing to sneeze at. A first level character firing a shortbow for 3d6 at first level is decently impressive. Horizon Wind Lancet only works on one attack, but during the time you'd be using it, you likely will only have one attack (especially if you use it with a strike). As you advance, Stance of Piercing Rays is still decent in that it consistently adds 1d6 extra damage for no real penalty, and there are bigger and better boosts (Searing Break, Burning Break, and Aurora Break, for examples) that will continue to stack with it. Additionally, counters and boosts are supposed to be sorta situational. A ranged discipline is not going to have a whole lot of counters, so Intercepting Shade for example, is good against ranged attacks again yourself and any ally of yours in range. Suddenly that counter becomes a bit better when the goblin crossbow wielders go after the party cleric or the party sorcerer. Just something to think about as you go through the discipline.

Again, apologies if you take offense as that's not my intent, but I'm not entirely sure you understand how maneuvers work and how they scale in power. Either that, or I just don't understand your perspective as to why you feel the way you do about the maneuvers you've reviewed thus far.

-X

Lateral
2011-03-31, 07:16 PM
I'm not offended. Yes, I know that you can swap out maneuvers known, but that doesn't mean that the maneuvers don't need to scale at least a little. You won't ready all maneuvers of your highest level, after all, so they should at least scale enough that they're still relevant in two or three levels. After that, they should be swapped anyway, so it doesn't matter if they don't scale after that. I just marked the ones that I saw were useless too quickly. For instance, Phantom Sun Stance is nice at 1st level, but unless it can duplicate alchemical metals it's not useful past 1st since you'll have enough money by then to buy plenty of arrows.

I... completely didn't notice that Horizon Wind Lancet was a boost. Will change. :smallredface:

I realize that counters are supposed to be situational, but Intercepting Shade specifically is sort of weak. It deflects a shot, sure, but honestly, it doesn't deal any retribution to the shooter. They're free to do it again and again and again, so there's very little net gain besides time, and bows don't do all that much damage alone anyway.

peacenlove
2011-03-31, 07:56 PM
Giving it a quick read, I found it a very flavorful discipline (my comments in blue)


Solar Wind Maneuvers

1st Level


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. Magical properties of the ammunition are not copied, only the base properties of the ammunition. Once the ammunition has been used, it disappears immediately after the attack. This is a supernatural ability.

I could see lots of free adamantine arrows, I am not so comfortable with archers bypassing any material based damage reduction at 1st level. This should be at least a 5th level stance if not greater.



2nd Level

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.

:smallbiggrin:
Also very interesting maneuver and much needed to pierce that damn wind wall spell

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 cover defense that the creature possesses and inflicts an additional 2d6 points of damage.

Also I don't feel negating total cover from this low level, otherwise its good.



3rd Level

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 circumstance bonus to his armor class against ranged attacks if he moves more than 10ft during his turn.

There are no circumstances bonuses to AC to my knowledge. Better make it a dodge bonus to AC, I believe it fits the flavor.

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

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 is blinded for 1d4 rounds. This is a supernatural ability.

A no save strong debuff. Only worse than dazing strike (4th level strike) because of the abundance of opponents who are immune to it. I suggest putting a save to it with a negative effect to it even on a success (maybe the targets treats all creatures as having concealment?)


5th Level


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.

This shouldn't activate weapon abilities and feats that activate from a confirmed critical. Also with my suggestion I feel it is too weak for its level (however its power would be difficult to adjudicate without it)


6th Level


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.

Now would be the correct power level to ignore total concealment/cover. Still he must be able to pinpoint his opponent's square I believe. Lastly this should allow precision based damage to work against opponents enjoying cover/concealment benefits.


7th Level

Phantom Sunstorm
Solar Wind (Boost)
Level: 7
Prerequisites: Two Solar Wind maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: Instant

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. The character must make a successful attack roll on a target and use of this boost causes the attack to inflict maximum damage. This is a supernatural ability.

Maximum damage of an 1d10 arrow isn't very impressive for a 7th level maneuever and even if you maximize the 6-8d6 die from some of your maneuevers, you lose your full attack :smallconfused: Also does this apply to the first attack made this round?



8th Level


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.

The powergamer inside me cackles when gazing upon this divine gift. :smalltongue: I cannot find any stance that compares to it power wise, then again archery kinda needs it. However does it stack with haste? I suggest it doesn't, it is already a very good choice without this boost.


Also as a general comment, to the line of boosts that give bonus damage (like searing break etc) the fluff strongly suggests that the bonus damage is fire, yet you state it as bonus weapon damage. I suggest toning down the aspect of fire, just to avoid confusion.

Lateral
2011-03-31, 07:58 PM
Actually, Peacenlove, full attacks don't include swift actions. They consume one standard and one move action.

peacenlove
2011-03-31, 08:01 PM
Actually, Peacenlove, full attacks don't include swift actions. They consume one standard and one move action.

My point was that if I scored a critical hit on a full attack, I couldn't use Blinding the Bull maneuver to confirm it, because it is a swift action to activate (edit here) and only a 5-foot step can be taken during a full attack.

EDIT 2: Jarian, 2 posts below has proven me wrong and i retract my comment.

Lateral
2011-03-31, 08:04 PM
Oh.

Ignore me, then. :smallredface:

Jarian
2011-03-31, 08:08 PM
*pops in*

Actually, I believe the Rules Compendium clarifies that a swift action, like a free action, can be taken at any point in your turn.

Neat discipline, ErrantX. Can't say more at this time as I haven't given an indepth look at the maneuvers yet.

Mulletmanalive
2011-03-31, 09:36 PM
Burning Break [level 6] has a duration and is thus a boost, not a stance.

ErrantX
2011-04-04, 12:11 AM
Posted some revisions based on the above suggestions and mistake corrections. I'm not sure if I like my correction for Phantom Sun stance, so please to anyone reading this to pay special attention to that one. Please, one and all, feel free to look it over!

-X

Cieyrin
2011-04-07, 03:05 PM
Neat discipline as always from LoB. I do have a suggestion in relation to the Solar Reflection series, in that, since you don't want a target hit more than once, just say that "A creature may only be targeted once during this manuever." Currently, while Double Solar Reflection can't hit an earlier target, Triple Solar Reflection can with it's last attack.

Lateral
2011-04-07, 03:35 PM
Looks better! I still think Sunwalker Stance is too weak, and Dazzling Solar Flare is too weak now (dazzling's a weak effect), but other than that, it looks good.

Cieyrin
2011-04-08, 10:10 AM
Looks better! I still think Sunwalker Stance is too weak, and Dazzling Solar Flare is too weak now (dazzling's a weak effect), but other than that, it looks good.

I agree on both accounts (I dislike dazzled as a condition, as it's pretty inconsequential at level 1, let alone later). For Sunwalker Stance, why not just define what you get instead of granting Shot on the Run and make it consequential, as basically all Sunwalker does for you is grant you a full round move and shoot that can be boosted. I'd specifically allow standard action strikes, since you can only do a standard ranged attack with Shot on the Run. Plus, I'm not entirely comfortable with stances granting virtual feats, really, though that could just be me.