Desert Wind
The Desert Wind family of techniques makes use of tapping the elemental plane of air. Like the Shadow Techniques, these maneuvers only skim the surface of the respective plane.
Many of the Desert Wind Techniques have a variable component to them, be it the size or duration or power of the effect. These variables are based on the user's stat bonus in either dexterity or strength, depending on which is used for the weapon that creates the effect. For example, the Dust Storm maneuver creates several adjacent 5-foot squares of swirling dust. If the user creates these by using a weapon that uses strength, then the user's strength stat bonus would determine how many squares are created. It should be noted that if a user has access to the Weapon Finesse ability, the the dexterity stat bonus can be used where applicable.
The more common Desert Wind Techniques are as follows:
Dust StormThis maneuver creates a swirling cloud of dust and sand around the user. The maneuver creates a cloud made up of one 5-foot square per stat bonus. These clouds are treated exactly like those created by the obscuring mist spell. A strong gust of wind will cause the clouds to dissipate. If the maneuver is activated as an immediate action, it will last for 1 round. If it is activated as part of a normal round, then it will last for 1 rounds/appropriate stat bonus.
Zephyr WallCyclone Wall creates a short-lived barrier of wind along one 5-foot area/stat bonus that can protect against arrows and ranged attacks. If the maneuver is activated as an immediate action, it will last for 1 round. If it is activated as part of a normal round, then it will last for 1 rounds/appropriate stat bonus. The maneuver creates an effect similar to the spell Wind Wall, with a few minor changes. The barrier created only protects against projectile and gaseous effects. It does not protect against rays, or similar magic spells, but any spells that require a target suffer a 10% miss chance.
Dance of the SandsDance of the Sands is a stance. It can be activated and deactivated as an immediate action. While it is activated, small drifts of dust and sand swirl around the user, granting him and all adjacent allies a 10% miss chance against attacks. This effect stacks on miss chances granted from other sources, such as the Dodge feat
Cyclonic StrikeCyclonic Strike causes a ranged attack to be enveloped in vilontly twisting winds, causing damage to targets in its path. This maneuver can only be used with a ranged weapon. Upon using this maneuver, the user takes a single attack, regardless of how many they may normally get. This attack travels in a straight line, up to the weapon's first range increment,or a solid object(such as a wall), whichever happens first. The user must then make a ranged attack at his highest attack bonus against everything in this line. Targets that are hit, suffer an amount of damage equal to the base damage die of the weapon, times the stat bonus. This attack will also serve as a gust of wind to blow away any clouds of dust or gas.
Sirocco ChargeBy gathering a large gust of wind behind them, the user of the maneuver can make devastating charge attacks. If used in conjunction with a charge attack, the user of this maneuver gains the following bonuses:
- Double charge bonus to hit
- +2 damage to attacks made during the charge
- +10 feet to the maximum distance that can be traveled during the charge
- ignore the normal -2 AC penalty for making a charge
- a minimum of 5 feet is required to initiate the charge, as opposed to the normal 10 feet
This maneuver does have a risk associated with it. If one uses this maneuver to make a charge, and is hit by an opponent with a weapon that was set for charge, increase the multiplier of the damage dealt by the set weapon by one step.
Armor of SandThis maneuver covers the user's body in a thin layer of sand to protect against attacks. The armor can last for 1 round/user's constitution stat bonus. While it is active, the armor can absorb an amount of damage equal to the user's level times 5. The armor will only absorb damage from physical attacks, and elemental attacks. Non-elemental attacks, such as negative energy, are not stopped by the armor. Once the armor has been depleted, either due to taking too much damage, or the duration has run out, the user will be fatigued for 1 round, and will not be able to use the armor again until this condition has passed. If the maneuver is activated as an immediate action, it will last for 1 round. If it is activated as part of a normal round, then it will last for 1 rounds/appropriate stat bonus.