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.
Associated Skills: Sleight of Hand
Associated Weapon Groups: Bows, crossbows, firearms, and thrown
Special Note: 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 at a distance greater than one range increment, the normal penalty to attack rolls is instead applied to the combat maneuver attempt, as normal. In addition, while you maintain a Tempest Gale stance, you can retrieve unattended weapons as a free action, provided the weapon is within your reach at some point during your turn (including as part of movement).
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).
Your 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.
You 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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