Library of Metzofitz Wiki
Library of Metzofitz Wiki

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 

Martial Tradition: Cirque de la Fumée 

Title Veil: The Sniper

Style Feats:

Combo Feats:

  • None

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).

1st Level Tempest Gale Maneuvers

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

2nd Level Tempest Gale Maneuvers

Maneuver Type Description
Deflecting Shot Counter Make a Sleight of Hand check to disarm an opponent attacking an ally within 30 feet.
Distracting Draft Boost Make 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 Breeze Strike Your 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 Shot Strike Shoot your weapon in a 30-foot line, dealing 3d6 damage (Reflex half).
Sudden Gust Strike Your ranged attack deals +2d6 damage and allows you to make a ranged trip attempt using Sleight of Hand in place of your CMB.

3rd Level Tempest Gale Maneuvers

Maneuver Type Description
Battering Gale Strike Your 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 Draft Boost Your next ranged attack deals +2 damage for every 20 feet between you and the target (maximum +20).
Disarming Blast Strike Your 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 Stance Stance You 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.

4th Level Tempest Gale Maneuvers

Maneuver Type Description
Cutting Gale Strike Your ranged attack deals +5d6 damage, automatically overcomes damage reduction, and may inflict a bleeding wound.
Exploding Gale Strike Your ranged attack deals +4d6 damage and explodes outwards, the shrapnel dealing damage to adjacent creatures equal to your initiation modifier.
Iron Wind Strike Your ranged attack deals +4d6 damage and may stagger the target.
Wind Tunnel Boost Your ranged attacks for one round do not take penalties for making attacks at multiple range increments.

5th Level Tempest Gale Maneuvers

Maneuver Type Description
Blinding Shot Strike Your ranged attack deals +5d6 damage and may blind the target.
Dancing Winds Stance Stance As long as you move at least 10 feet in a round, you gain improved evasion and a 20% miss chance against all attacks.
False Wind Counter Make 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 Strike Your 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 Gale Strike Shoot your weapon in a 50-foot line, dealing 10d6 damage (Reflex half). Creatures that fail their saves are knocked prone.

6th Level Tempest Gale Maneuvers

Maneuver Type Description
Razor Tempest Strike Your ranged attack deals +8d6 damage and inflicts a bleeding wound.
Trick of the Wind Boost Use Sleight of Hand check in place of attack roll for ranged attacks for one round.
Wind Lance Strike Your ranged attack deals double damage, or triple damage if used at the end of a charge with a thrown weapon.
Winds of Vengeance Stance Stance You can make additional attacks of opportunity equal to your initiation modifier and opponents that hit allies provoke a ranged attack of opportunity from you.

7th Level Tempest Gale Maneuvers

Maneuver Type Description
Black Wind Strike Shoot 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 Zephyr Strike Your ranged attack automatically hits and threatens a critical hit.
Punishing Tempest Boost Your 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.

8th Level Tempest Gale Maneuvers

Maneuver Type Description
Breath Stealing Wind Strike Your ranged attack deals +10d6 damage and silences the target.
Eye of the Storm Stance 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 Tornado Strike 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.

9th Level Tempest Gale Maneuvers

Maneuver Type Description
Vicious Tempest Volley Strike 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.